An action tactical MOBA-RTS hybrid game where you control massive spaceships flying in low orbit and battle for dominance over the planet by employing a unique arsenal of weapons and tactical equipment including long range missiles, ground turrets, mines, and such. This is what you get when you drop League of Legends, Starcraft, Angry Birds, and Magic: The Gathering in a virtual cosmic blender, then build a game while this mix blends in the background.

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Interceptors are small, automated warships that alternate between attack and defense. Player-controlled Motherships can fight against incoming enemy Interceptors to defend their base or fly alongside their own fleets of Interceptors to victory. You can also exercise some tactical control over your Interceptors, modifying their flight paths to avoid obstacles, strike secondary targets, and attack from unexpected directions.

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Interceptors are among the upcoming new features in development for War to the Core. They are small, automated warships that alternate between attack and defense. Player-controlled Motherships can fight against incoming enemy Interceptors to defend their base or fly alongside their own fleets of Interceptors to victory. You can also exercise some tactical control over your Interceptors, modifying their flight paths to avoid obstacles, strike secondary targets, and attack from unexpected directions. The following is a description of how Interceptors will work in War to the Core. This aspect of the game will continue to expand and improve based on testing results and player feedback.

Interceptor concept art

1. Interceptors spawn at their alliance base and circle around it. A path indicates the route that Interceptors will follow when they attack. By default, this path is a straight line from the allied base to the enemy base.

2   Default CircleInterceptor spawning


2. If an enemy moves within an Interceptor’s aggro range, it will attack the enemy. When the enemy is destroyed or moves out of the aggro range, the Interceptor will resume circling the allied base.

Enemy aggro


3. When Interceptors reach a certain number, they begin traveling towards the enemy base. On launch, a new set of Interceptors begin spawning at the alliance base.

Default Attack


4. Aggro ranges on Interceptors deactivate once they start traveling. If an enemy, however, moves into an Interceptor’s attack range, the Interceptor will stop traveling and start attacking. When finished attacking, or if the enemy moves out of range, the Interceptor will resume traveling towards its destination.

Attack TurretAttack Base


5. Draw way-points to modify their Interceptors’ path. To start drawing a path, first Shift + left click on your alliance base. This will bring up a set of icons for all commands that affect the whole alliance, including: “Create Way-points” and “Clear Way-points”. After selecting “Create Way-points”, you can create way-points by pressing Shift + right click. Each time you create a way-point, the interceptor path will update to display the new route.


Base OptionsWaypoint 1Waypoint 2


6. If you don’t like your selection, press Backspace to cancel your design, which will cause the path to return to what it was before you started modifying it. To clear an existing path, select the “Clear Way-points” icon from your alliance base.

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War to the Core
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Windows, Metro
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Forgotten Mines
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Unity
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