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Was thinking of something like this:
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Wr1tt3n by Omnis, 25.03.2012 at 15:25
Was thinking of something like this:
that is perfect, we agree on all.
we just need to know if you and SAT agree with the next problems to close the topic:
1.-Be able to build more than 1 silo?
2.-Be able to stop nukes with Anti-Ballistic Units?
3.-Unlimited Range, or Limited?
4.-Be able to place the silo on any part of a country? or a specific one?
5.-Be able to place pre-made silos on scenarios?
6.-Be able to add nukes on scenarios?
7.- how many time to send a nuke?
please respond with a yes or no, if you say no explain why.
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Refrain off-topic posts please.
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Exceptional claims demand exceptional evidence.
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Wr1tt3n by Tundy, 25.03.2012 at 16:13
Wr1tt3n by Omnis, 25.03.2012 at 15:25
Was thinking of something like this:
that is perfect, we agree on all.
we just need to know if you and SAT agree with the next problems to close the topic:
1.-Be able to build more than 1 silo?
2.-Be able to stop nukes with Anti-Ballistic Units?
3.-Unlimited Range, or Limited?
4.-Be able to place the silo on any part of a country? or a specific one?
5.-Be able to place pre-made silos on scenarios?
6.-Be able to add nukes on scenarios?
7.- how many time to send a nuke?
please respond with a yes or no, if you say no explain why.
1: No. I think Silos' should be "unlockable". EX: Poland has 1 Silo, you can "unlock" (buy) it by purchasing it from the countries capitol in a menu. Some countries would have more, some would have less. When they are not unlocked, they are transparent, maybe have a little lock icon over it too
2: Anti-B. could work, but could it be a similar buy'n'build process as nukes? Where you buy a facility that houses them, wait a few turns, them buy the units like crazy? How about we use the admins old "projects idea" for this area?
3: Depends on the type of Nuclear weapon. How about regular Nuclear armaments be limited, and the special "Afterwind" unit (Can only be unlocked by _____?) can be unlimited. Also, I am in favor of making the Afterwind unit a god weapon :3
4: No. They are pre-set.
5: Yes. In scenarios, you should have the ability to place new ones, and remove old ones. Although, not sure if this is possible, considering they couldn't do the same for cities.
6: Please rephrase the question.
7: Let me break it down:
Turn 1: I buy the Polish Silo for 9999c (Building time, 3t)
Turn 2: (Building time, 2t)
Turn 3: (Building time, 1t)
Turn 4: I buy a nuclear weapon for 999c. I want to send it to Novosibirsk, but it can't travel that far. So I send it that way.
Turn 5: Still going East.
Turn 6: Still going East.
Turn 7: Oh no! There's a wall around my nuke, it's a trap! But wait, I have an idea! You can manually self-destruct the weapon by pressing the option on the unit menu, bingo bango, Siberia's charred.
Does that work?
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1.- yeah, but we need to be sure all countries are able to build silos, but we can estimated the amount militar power each country have, and we can make a equation to determine how much Silos each country will have, each country will have at least 1 silo.
2.- ok ABM building like a Silo, but more expensive and you cant move it.
3.- just 2 tipes, nuclear missile, and short range missile, short range missiles can go on submarines, and nuclear missiles can just move 1 time, but you cant block the way.
4.-ok, but if amok says: yeah we can, is better to put silos on random place
5.-ok
6.-ok
7.-look:
Turn 1: I buy a Polish Silo for 10,000
Turn 2: Building time,
Turn 3: Building time,
Turn 4: Done,Buy a nuke, Send to Target Germany.
Turn 5: Waiting,(on enemy screen)Nuclear Launch Detected on Poland
Turn 6: Waiting
Turn 7: Waiting
Turn 8: If the silo is not attacked: Nuclear Strike on Germany
Turn 9: Germany is doomed 50% of the Incomes are reduced, 50% of the population is killed (reinforcements go to the half,it cannot go less than 1 unit every 3 weeks)
Turn 10: Poland launch a Land operation to take germany
Turn 11: Germany is captured by poland army
Turn 12: Launch Detected On Russia, Launch Detected on Iran, Launch Detected on north korea
Turn 13: Launch detected on USA, Launch Detected on China
Turn 14: Launch Detected all over america and europe.
Turn 15: The world is almost destroyed, and the remaining contries fight for land expansion.
Turn 16: Massive Nuclear Launch (when more than 5 nukes are detected) Detected on Australia
Turn 19: The World is in chaos.
Turn 20: Game Over.
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Sounds like DEFCON.
http://www.introversion.co.uk/defcon/
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Wr1tt3n by Tundy, 25.03.2012 at 18:03
1.- yeah, but we need to be sure all countries are able to build silos, but we can estimated the amount militar power each country have, and we can make a equation to determine how much Silos each country will have, each country will have at least 1 silo.
2.- ok ABM building like a Silo, but more expensive and you cant move it.
3.- just 2 tipes, nuclear missile, and short range missile, short range missiles can go on submarines, and nuclear missiles can just move 1 time, but you cant block the way.
4.-ok, but if amok says: yeah we can, is better to put silos on random place
5.-ok
6.-ok
7.-look:
Turn 1: I buy a Polish Silo for 10,000
Turn 2: Building time,
Turn 3: Building time,
Turn 4: Done,Buy a nuke, Send to Target Germany.
Turn 5: Waiting,(on enemy screen)Nuclear Launch Detected on Poland
Turn 6: Waiting
Turn 7: Waiting
Turn 8: If the silo is not attacked: Nuclear Strike on Germany
Turn 9: Germany is doomed 50% of the Incomes are reduced, 50% of the population is killed (reinforcements go to the half,it cannot go less than 1 unit every 3 weeks)
Turn 10: Poland launch a Land operation to take germany
Turn 11: Germany is captured by poland army
Turn 12: Launch Detected On Russia, Launch Detected on Iran, Launch Detected on north korea
Turn 13: Launch detected on USA, Launch Detected on China
Turn 14: Launch Detected all over america and europe.
Turn 15: The world is almost destroyed, and the remaining contries fight for land expansion.
Turn 16: Massive Nuclear Launch (when more than 5 nukes are detected) Detected on Australia
Turn 19: The World is in chaos.
Turn 20: Game Over.
Well, honestly, not to be offensive, but could you improve your grammar? It's pretty hard reading it lol, not trying to be mean or anything. Anyways, I admire your creativity, but from my experience, making Silos' move is just to time consuming, and not effective enough for the admins to implement. It would be the same formula as moving cities (which we currently cannot do), but even harder because they are completely new elements to the map. If the admins ever decide to make more devs that can work on more things, then this could be plausible. But for now, the two of them alone just don't have enough time to iron out the many, many obstacles this would have to tackle. Maybe, if the nuclear projects idea gets implemented, they could work on a patch for it later on after the "to-do" list is finished, so that they can be moved. But for now, it would be best if they were static. Anyways, I totally forgot about the types of missiles, and I do apologize, but I hope this makes up for it:
SILO | S-R-Missile | L-R-Missile | Afterwind | Cost | 500 | 2000 | 10000 | Atk | 200 | 200 | ∞ | Def | 0 | 0 | ∞ |
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Summary of my opinion thus far:
>Silo
-Should remain static
-"unlockable" for a sum of credits
-Produces 3 kinds of units: S-R Missile, L-R Missile, and Afterwind.
-"Silo" can only produce "S-R" Missile, must be upgraded to "ICBM base" to unlock "L-R Missile" and "Afterwind"
SILO | S-R-Missile | L-R-Missile | Afterwind | Cost | 500 | 2000 | 10000 | Atk | 200 | 200 | ∞ | Def | 0 | 0 | ∞ |
>Anti-Missile tech.
-Process similar to acquiring Nuclear Armaments, uses "Projects" process
-Must build a "Anti-Missile Array" to produce Anti-Missile units
>Scenarios
-Option to place Silos' / Arrays' if possible under current tech.
-Set tier function (Silo/ICBM base)
>Example of launch of a Nuclear weapon and various situations
Turn 1: I buy the Polish Silo for 9999c (Building time, 3t)
Turn 2: (Building time, 2t)
Turn 3: (Building time, 1t)
Turn 4: I buy a nuclear weapon for 999c. I want to send it to Novosibirsk, but it can't travel that far. So I send it that way.
Turn 5: Still going East.
Turn 6: Still going East.
Turn 7: Oh no! There's a wall around my nuke, it's a trap! But wait, I have an idea! You can manually self-destruct the weapon by pressing the option on the unit menu, bingo bango, Siberia's charred.
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Wr1tt3n by Saudbany, 25.03.2012 at 19:01
Sounds like DEFCON.
http://www.introversion.co.uk/defcon/
i use to play Defcon,Iron Hearths,Nuclear Dawn,Risk,Warlight.
but this idea is different, and is in general original.
is not a copy of defcon for 5 reasons:
1.- The only thing you can do in defcon is build and strike another country.
2.- in afterwind you can recruit,invade,conquer.
3.- yes sounds like defcon but is not defcon, and is not a defcon base idea, Nuclear Launch Detected icon is in all the games of strategy.
4.- all war games have nukes. and nukes have a income or kill effect.
5.- you cant compare a Simulator with a Turn based strategy game.
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sorry for my wrong english, english is not my natal lenguague.
and, i was talking about place silos on a random place, but ok, a pre-made silo location sounds find.
3.- S.R.Missile: 500, ok
4.- L.R.Missile: 2000,ok
5.- Nuke: 4000 ok? 10,000 is expensive.
(now we just need to agree on the price and effects of Long range missiles and nukes (afterwind).
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Wr1tt3n by Omnis, 25.03.2012 at 19:28
>Example of launch of a Nuclear weapon and various situations
Turn 1: I buy the Polish Silo for 9999c (Building time, 3t)
Turn 2: (Building time, 2t)
Turn 3: (Building time, 1t)
Turn 4: I buy a nuclear weapon for 999c. I want to send it to Novosibirsk, but it can't travel that far. So I send it that way.
Turn 5: Still going East.
Turn 6: Still going East.
Turn 7: Oh no! There's a wall around my nuke, it's a trap! But wait, I have an idea! You can manually self-destruct the weapon by pressing the option on the unit menu, bingo bango, Siberia's charred.
[/center][/b]
ok, can we talk in game? we just need to agree on nuke movements and price/effect to get done.
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I think the fundamental problem with nukes in this...
...is how initiative gets determined by who clicks and drags faster.
Imagine the Cold War working that way... lol.
ZIP! DRAW YO MOUSE! WORLD'S ON FIRE, I LIKE IT THAT WAY SO I DON'T GET BORED...
...as long as its urs. Trololololololol..........
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Wr1tt3n by Saudbany, 25.03.2012 at 19:47
I think the fundamental problem with nukes in this...
...is how initiative gets determined by who clicks and drags faster.
Imagine the Cold War working that way... lol.
ZIP! DRAW YO MOUSE! WORLD'S ON FIRE, I LIKE IT THAT WAY SO I DON'T GET BORED...
...as long as its urs. Trololololololol..........
no is not, in this game is not for time, is determined by priority, you have 50% chances to be the first to move:
1,- enemy move
1.- your move
2.- enemy move
2.- your move.
you can press end turn, on the last 10 seconds and you can still be the first to move.
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Wr1tt3n by Saudbany, 25.03.2012 at 19:47
I think the fundamental problem with nukes in this...
...is how initiative gets determined by who clicks and drags faster.
Imagine the Cold War working that way... lol.
ZIP! DRAW YO MOUSE! WORLD'S ON FIRE, I LIKE IT THAT WAY SO I DON'T GET BORED...
...as long as its urs. Trololololololol..........
Speed does not matter; only turn order. That's where strategy comes in.
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Ok we finish.
just reed all the ideas, pros and cons, xD.
and add nukes
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I love how we have nukes now, but they are useless.
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Nukespam will be the new thing.
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Stryko 4cc0unt d3l3t3d |
Wr1tt3n by Tundy, 25.03.2012 at 20:13
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nice posts
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I like and dislike the idea at the same time. I agree with skitzz that nuke spamming will become a thing, however, I do think that maybe it will drag ppl away from rp. Support if it's an option you can turn on and off like extra cities.
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Custom maps and units were implemented since then and it's now possible to create and adapt any nuke.
Thread locked.
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"Whenever death may surprise us, let it be welcome if our battle cry has reached even one receptive ear and another hand reaches out to take up our arms".
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