Purpose
Allow players to cycle through their ready missile silos while aiming instead of always launching from the silo nearest the target.
Objectives
- While aiming an Atom Bomb, Hydrogen Bomb, or MIRV, let the player use configurable previous/next keys to choose the launch silo.
- Default those controls to
[ and ].
- Keep the current nearest-ready-silo behavior when the player does not make a selection.
- Pass the optional source silo through the existing build intent and validate it in the deterministic core simulation.
- Reject a selected silo if it is not owned by the player, active, fully constructed, and off cooldown.
- Keep missile cost, cooldown, range, damage, trajectory physics, and SAM behavior unchanged.
Description
Ready silos are ordered by Manhattan distance from the current target, matching the game's existing nearest-silo behavior. With no explicit selection, the nearest silo remains the launch source. Pressing ] advances to the next ready silo, pressing [ moves to the previous one, and both directions wrap.
The selected silo ID travels through the existing build intent and is validated again when the launch executes. Atom and Hydrogen trajectory previews follow the selected source. If a selected silo becomes unavailable, the launch is rejected instead of silently falling back. Older clients and replays that omit the ID retain the current nearest-ready behavior.
The controls use the existing keybind settings and help UI, so players can remap them.
Assignment
Purpose
Allow players to cycle through their ready missile silos while aiming instead of always launching from the silo nearest the target.
Objectives
[and].Description
Ready silos are ordered by Manhattan distance from the current target, matching the game's existing nearest-silo behavior. With no explicit selection, the nearest silo remains the launch source. Pressing
]advances to the next ready silo, pressing[moves to the previous one, and both directions wrap.The selected silo ID travels through the existing build intent and is validated again when the launch executes. Atom and Hydrogen trajectory previews follow the selected source. If a selected silo becomes unavailable, the launch is rejected instead of silently falling back. Older clients and replays that omit the ID retain the current nearest-ready behavior.
The controls use the existing keybind settings and help UI, so players can remap them.
Assignment