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manofthehour
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has fraxis siad anything about nukes yet?
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Kevin Ar18
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quote:
A city cannot be expected to produce; store or launch ICBM's and be protected by SDI-defence at the same time. You really must choose. Once an SDI-defence is built in a city, then you cannot produce; store or launch your missiles from that city anymore. |
SDI or whatever defense is completely separate from your nuclear attack ability. It doesn't make sense as others suggested to do this. And you say it would be too much power, but I argue it wouldn't. If you can survive the nuclear war with minimal damage and they can't... then, well, good for you right? 
quote: 1. Nukeing someone because they are deafeating your ally seems unlikely. It seem logical that you would first declare war and see what you can do without Nukes. Than if they start deafeating you than would use you Nukes. |
Before the collapse of communism in Russia, the Russians may have done it if we say, invaded China. Maybe only the agressive civs would be this trigger happy. You'd definitely know who they were in the game because they would keep making threats, like don't you attack my ally or do this or that or something is gonna happen. That'd be more cold war like 'eh? 
Oh, that makes me think, maybe government can also have an effect on how trigger happy the civ is (in addition to how aggressive they are).
quote: but dont try to make it into a game within a game ( read Korn469 ). Firaxis should limit themselves by extracting the quintessential idea of MAD - not try to cram buckloads of details into it. Too much and too little destroys everything. Different types of nuclear-bombs definitly feels unnecessary. No neutron-bombs for example (overtaking undamaged & fully equipped cities/ city-areas unbalances the game too much).
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Some good points.... Yeah, we don't want nuclear missiles to be a hassle in the game. In Civ 2 they were too weak, but too much in Civ 3 and they'll be no fun (even though quite realistic). It's just something you gotta always consider. I've read how Sid Meir has said, when it comes to an issue of do you include the realistic option or the fun option he goes for the fun one.
But then, I also like those realistic (and challenging) type games -- Outpost 1 anyone? And I hate those games that are just so simply they are just childish -- Sim City 3000 anyone?
Last edited by Kevin Ar18 on 01-06-2001 at 02:20
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Ralf
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Sweden
Mar 2000 time: 06:12
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My original quote:
quote: A city cannot be expected to produce; store or launch ICBM's and be protected by SDI-defense at the same time. You really must choose. Once an SDI-defense is built in a city, then you cannot produce; store or launch your missiles from that city anymore. If you choose to demolish that SDI-defense - well, then that city is back in ICBM-business again. |
Geoff the Medio's response:
quote: Why? Is this a game-balance thing, or a realism thing?
Either way, I don't get it... |
Korn469's response:
quote: Ralf i have no idea why you suggest that cities with SDI not be able to launch nukes but i think that is a bad idea...and i think that you want an overpowered SDI |
Kevin Ar18's response:
quote: SDI or whatever defense is completely separate from your nuclear attack ability. It doesn't make sense as others suggested to do this. And you say it would be too much power, but I argue it wouldn't. If you can survive the nuclear war with minimal damage and they can't... then, well, good for you right? |
OK, I have give the idea another twist, that makes it simpler and perhaps more acceptable. Forget about the prior version - I want it replaced with below one instead:
The effectiveness of SDI-defenses should only be 100% if you have no nuclears at all in your empire weapon-arsenal. The more nucs you have however, the less effective the SDI-defenses becomes.
Now, why this connection between nucs and SDI-defenses? Well, as I said in a prior reply: "you shouldnt be able to launch full-scale attacks with the knowledge that each and every of your own cities are totally secure behind their SDI-defenses". It unbalances war end-games too much, in much the same way that "first player with Space-weapon access" did, in CTP.
And above should apply regardless if you are the initial attacker or the counter-attacking revenger, by the way. I want nucs & especially MAD-setups to be very SCARY things that should be launched with some hesitation. An AI- or human warmonger shouldnt be able to totally build away the backfire-consequences in advance with help of SDI-defenses.
On the other hand: Not all Civ-player want to play around with nuks and MAD-setups - or to have it forced upon them by some erratic AI-civ, or nucs-loving MP-player. So 100% effective SDI-defenses should most definitely still be implemented in the game, as long as you dont build any ICBM´s. Important!!
I see this gameplay-choice between SDI-defenses or ICBM's, as an biblical doomsday sheeps & goats kind-of-thing. You really must choose....
Last edited by Ralf on 30-05-2001 at 23:52
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manofthehour
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There definitly needs to be a way 2 make sure there is no upper hand to the person who launches first.
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Geoff the Medio
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quote: Originally posted by Ralf
The effectiveness of SDI-defenses should only be 100% if you have no nuclears at all in your empire weapon-arsenal. The more nucs you have however, the less effective the SDI-defenses becomes. |
While that might possibly be good for game balance (I leave the determination of that up to playtesters), perhaps a more... realistic and easily justifiable "fix" would be to make SDI defences extremely expensive to maintain, eg. 25 gold/turn or more. Since units are now supported by gold (or so I've heard...), if nuclear units (whether in traditional unit form or not) also had a large upkeep, a practical choice between having nukes, being defended from nukes or having any science output at all would have to be made (assuming traditional game mechanics). This would all have to be balanced for the new non-ICS cities situation of course, so the 25 is just an arbitrary number... It just needs to be big enough that it's not practically possible to have a city maintain a SDI and a nuke. Finding a perfect balance for these costs would likely be quite difficult though...
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korn469
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Poetic Justic
Apr 1999 time: 00:12
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Iskandar Reza
there shouldn't be a problem at all in implementing it in PBEM once it's in the normal game...firaxis flags all of the nukes, and tells them to all hit their targets once one gets launched, it's as simple as that...
so yea i do think that we all kind of got carried away with how to implement nuclear weapons in the game but i think it boils down to this
Civ3 has to have ICBMs with infinate range, that can do massive damage to a city if not destroy it outright, and ICBMs have to have a target, once one ICBM gets launched they all hit their targets simultaneously (ie it's too late for diplomacy) and SDI has to be balanced accordingly so that it only increases the chance of surviving a nuclear war but doesnt make nuclear war obsolete
hehe firaxis doesnt have to turn civ3 into Dr. Strangelove or anything but once you add in MAD then the entire Modern age changes...the modern age becomes a scary place where nuclear deterrance and cold wars are the rule not the exception
in Civ2 there was no such thing as nuclear deterrance or cold war or anything even remotely like how nuclear weapons work today
in Civ2 nukes were the second best method of beginning a blitzkrieg across a continant (howies and mech infantry along railroads being the best method)
you nuke a city, knock out the stack of units guarding it and then you seize that city with paratroops...for the most part the cities were intact and a good enough player could get them to have we love days and balloon right back up to their pre nuke size
so in Civ2 there are no repercussions from using a nuclear weapon, the pollution is realatively easy to clean; since the cheating AI unites against you anyways there isn't any diplomatic penalties; and you get cities that are relatively intact and ready to serve you as well as the ones you have nurtured from the start; also you have incentive to attack first, because attacking second means will probably be severly weakened...so in Civ2 nukes are just really powerful conventional weapons
in Civ3 nukes need to be strategic weapons, and that revolves around MAD...if nukes were able to completely obilterate a city (as powerful as a fission or maybe even a fusion planetbuster in SMAC but leaves radiation behind instead of a hole) and all nukes hit at once, suddenly there wouldn't be any incentive to use nuclear weapons at all because you don't gain you just lose...unless circumstances were completely hopeless...it would also cause players to think twice before starting a war
also powerful nukes would discourage ICS...if your cities are really bunched together a couple of nukes could destroy your entire core
so please please please Firaxis include Mutually Assured Destruction into Civ3
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