 |
|  |
 |
|  |
 |
|  |
 |
|
Father Beast
|
 |
My head stuck permanently in my civ
Feb 2000 time: 22:14
|
|
I think these are some good suggestions, although this may be taking it a bit far for game purposes.
destroying everything within a 2 square radius seems a bit excessive. Destroying tile improvements makes sense, though.
(Sir! After our nuclear bomb fell on Hiroshima, we were able to get our troops in almost immediately via railroad, which miraculously survived the blast!)
in civ2, nuclear war resulted in pollution, which was easily taken care of if you have enough engineers, and the limited damage means we don't really take nuclear war seriously. it's just another weapon. my cities survive the blast. not a big deal.
the "cloud of doom" suggested by Tim seems a bit excessive. maybe just on the point of impact, and only for a few turns. make it deadly to troops on the next turn, with a diminishing effect. that would also cut down on the "take the enemy with 10 nukes and 10 paras" strategy.
the "charred" terrain seems interesting. CTP has a feature where pollution transforms squares into unusable terrain. while I don't agree with taking it that far, I think a separate form of pollution that does that to squares would be in order for nukes.
besides, think of all the fun Smokey will have with a new nuke system like this! 
|
|
|  |
 |
|
NeoBlade
|
 |
Port Richey,Florida ;p
Jun 2001 time: 00:14
|
|
My ideas differ.Nukes should move around 1 space per turn when "packed" or on a truck being moved to where ever.(thats 3 on road and unlimited on rails)Then have a set flying range before running out of fuel.As for the destructive power of Nukes I think they should kill 3/4 of a citys population and seriously hinder growth for years with a lessining effect as time passes.Also units should slowly loose health in a bombed city,with lessening effect over the years.ALLimprovements,roads and everything should be lost with a 1 tile area and pollution should run rampant over a large area around the base,maybe up to 10 square radius of scattered pollution,dense around the base,light at the outter reaches.
Fact about a nuke is,acctual physical distruction is limited to a small area,normally not much farther then a 50 mile radius MAX and thats with some of the best H bombs.However,radiation chould range over a large area,up to 200 miles or more if winds are strong and the bomb produced enough radioactive material.Renember,they did tons of testing not 90 miles away from las vegas and few people suffered.Yet chernoble poisoned places for hundreds of miles.'erhaps reactors make alot more more radio pollution then bombs.I won't say for sure.
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:14
|
|
Tim
i agree with your 1st point about silos, i also think that we should be able to load nuclear missles onto submarines...and i agree that nukes shouldn't be able to fly around and do a nuke scout, because that is completely cheesy...maybe a nuke should be able to travel one or two squares on it's own (it's being transported), and be able to travel on railroads...but if a nuke moves then it can't be fired on that turn
i disagree with your last point completely, and i disagree with the implementation of your third point...a nuclear sneak attack on a trusted ally should make your nation a pariah state, but a nuclear attack on a long hated enemy probably shouldn't come as a suprise to your people and when you say 25% of your people become angry, maybe it's better to say something like
"one happy person in each city becomes content, and one content person in each city becomes unhappy for X amount of turns"
about point two you have some interesting ideas in that thread, and i agree with the idea of radiation on a square (represented bu one of the little 3 triangles fallout symbols, and maybe the entire square could turn slightly red to let you know that it is radioactive) however i think it would be a tough sell to firaxis...or that nukes would have a chance of transforming land into desert...however for civ3 i think that having nukes have about the same power as a SMAC fission planetbuster...this means that a nuke would destroy the city and everything in the surrounding square, that's about the right amount of destructive power for my taste
however i disagree with your hit percentages in point 2 and were you being serious when you said
"If a wonder is destroyed in a targeted city, it is automatically transfered to the closest city of that civilization."
that could lead to SO many abuses it wouldn't be funny...
though i think you left out the most important improvement for nuclear war in civ3 and that is MAD
nuclear war in civ2 is flawed in my opinion for these four reasons
1. there is no nuclear deterance
2. nukes don't do enough damage
3. SDI is too effective
4. you nuke a city, your paratroops seize it, then next turn it's people are throwing you a "We love the president day"
here are the fixes that i propose
1. by implementing MAD, where all when you build a nuke you select a target for it and when if even one nuke gets launched all nukes in the game hit their targets at the same time on that turn...also for MAD to work best a nuke should be able to hit anywhere on the map
also if nukes don't fly like they did in civ2, then there wouldn't be any cheesy airbase shields cheats to worry about in civ3
2. increase a nukes damage so that it at least destroys 75% of a city's population instead of 50%, but i would much rather see a nuke just obliterate the city and everything (including tile improvements and units) in the adjacent squares
3. never let SDI be more than 50% effective
4. well if the city gets obliterated we don't have to worry about it throwing a "we love" day now do we? 
but i think that the conquest factors firaxis is implementing in civ3 will solve this problem even if nukes do not
i made a big list of suggestions a while back, and while i think it would be nice if some of them (like nuclear winter) got implemented i do admit that the ideas became complicated in some areas (though i tried to make them simple) and that realistically firaxis will only listen to very simple suggestions that one can readily see the value of that idea
but hey i am glad you wrote the article 
keep up the good work 
and remember one thing about nuclear war
Nuclear war is like sticking your head in the toilet and flushing yourself to hell
|
|
|  |
 |
|
jake03
|
|
thanks for the review, I like the changes I am really not a fan for the nukes being in the game but the changes are pretty good. What will the cost of them be in dollars or shields? I would be nice if a weapon of that magnitude was a great deal more expensive to build. this would get of the chance of being nuked on every turn.
|
|
|  |
 |
|
TINOMan
|
|
Alberta
Mar 2001 time: 00:14
|
|
I totally agree that the nuclear warfare part of civ3 should be completely different from that of civ2.
To prove that I have the nuclear warfare in civ2:
-I never use them myself
-I edited out nuclear missiles from civ2 in the rules.txt. file
|
|
|  |
 |
|
Father Beast
|
 |
My head stuck permanently in my civ
Feb 2000 time: 22:14
|
|
Connor, that's "You can't hug your children with nuclear arms "
I was just contemplating the relative size of nukes. in civ, there was only one kind of nuke, and it always had the same range.
The bombs dropped on Hiroshima and Nagasaki were quite small compared to the big ones around today. The A-Bomb dropped on Hiroshima was more like a civ nuke, while the big ones we are MAD about today are more like AC planet busters.
Nevertheless, the old lesser bombs did kill off the city population, did they not? correct me if wrong. not a big history buff
SO... suppose that your first bombs would be like those little ones, destroy the city, destroy tile improvements directly adjacent to the city and only damage military units in adjacent squares.
these would be delivered the same way as nukes in civ2, basically assuming they are loaded on a plane and dropped. same range as a fighter, say.
after fusion power, you could improve to planet buster bombs. lots of pollution, please.
after space rocketry (or somesuch), you could upgrade to ICBMs, which have essentially unlimited range.
I realize thats 3 advances and a (mini) wonder to accomplish some serious death of the planet MAD , but it make sense to me.
|
|
|  |
 |
|
Dr Strangelove
|
|
Remember the scale of the game. If the map is supposed to represent a planet the size of the earth, then even in a huge map each square represents an area about 200 miles across. A single nuke is not going to obliterate an area 200 miles across. Also consider the large variety of nuclear weapons available today. They vary from free fall bombs, to nuclear artillery shells, to short range tactical rockets, to cruise missles. to silo launched ICBMs, to mobile launched long range missles. It would be difficult for this game to accomodate all the varieties of nuclear weapons, so it's just as well that there is only one unit that is relatively mobile.
|
|
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|