S
SuperSoldierRCP (Little Upsilon)
17 Oct 2011 23:13
Link
(cracks fingers)
I'll clear up the issue with the nukes. Nukes really do no damage to the war index in my last war i was non stopped nuked from 13M to 5M and i never went past 90WI. The GM wants to prevent them from being the only weapon used but they not even an option to use they are really worthless to anyone except news who think there god. ALL nuke deaths should count toward the killed. If 90K people die then those 90K should count toward the civ pop losses. From then on you might see nukes on a capital, if tact's blew up a base and all units attached(like air wings or supply units) a % where destroyed and the rest returned would be nice, they they would be TACTICAL nukes and that would give you a bunch of WI points because military goods would count towards assets damage and then the Sec con would have something to watch over.
There's no difference between nukes either. It should be ...
Strats- level 3 fallout, Should be able to use airbases for global coverage
Nuclear missiles - lvl 3 fallout, do as much as a strat but only be 10KM range(another opition to save those strats)
Sub nuke- level 2 fallout leave as is
Tacts- level 1 should hit bases n do 100% damage and destroy a % of all units(and there weapons) attached to that based. This would mean if a player had all there fighter wings attached to 1based and it got tacted then there offensive forces are gone. This would mean more bases are needed and this would force players to spread out there army's. Also do some damage to civ targets
Chems- lvl 1 fallout. Should be allowed to hit land based(like LRD's)units killing a good number.
Since Tacts/chems are level 1 they should be allowed in sneak attacks. Add more sneak attack options and give the Sec con more to do.
-------------Nuke Rant over---------------
-------------War suggestion---------------
The issue with the levels is that people can hide for to long under them, giving them a longer time then most to keep building up or reducing the amount of war players.
MY SUGGESTION is simple
When the new player starts they are to be based on the war game levels(i mean game levels not war levels until level 3. After this they should have tested weapons been in a war and had an econ to back a small military. After that the game should offer a compromise. If a player chooses to be econ they can. It will forever block them so instead of war level 0 it says "Econ only", This protects them from PvP warring but will also block them from warring themselves(C3 or PvP). This should be a permanent choice once picked there's no going back(on that world at least). Right there the econ kids are happy and protected. After that if they dont choose econ only they play the full game and start @ war level 1 from there PvP warring starts 1-3/3-7.(fearless blue 1-7)(also when in a fed you can fight an enemy regardless of there level if you war decs kick in). Something to try to build on
I'll clear up the issue with the nukes. Nukes really do no damage to the war index in my last war i was non stopped nuked from 13M to 5M and i never went past 90WI. The GM wants to prevent them from being the only weapon used but they not even an option to use they are really worthless to anyone except news who think there god. ALL nuke deaths should count toward the killed. If 90K people die then those 90K should count toward the civ pop losses. From then on you might see nukes on a capital, if tact's blew up a base and all units attached(like air wings or supply units) a % where destroyed and the rest returned would be nice, they they would be TACTICAL nukes and that would give you a bunch of WI points because military goods would count towards assets damage and then the Sec con would have something to watch over.
There's no difference between nukes either. It should be ...
Strats- level 3 fallout, Should be able to use airbases for global coverage
Nuclear missiles - lvl 3 fallout, do as much as a strat but only be 10KM range(another opition to save those strats)
Sub nuke- level 2 fallout leave as is
Tacts- level 1 should hit bases n do 100% damage and destroy a % of all units(and there weapons) attached to that based. This would mean if a player had all there fighter wings attached to 1based and it got tacted then there offensive forces are gone. This would mean more bases are needed and this would force players to spread out there army's. Also do some damage to civ targets
Chems- lvl 1 fallout. Should be allowed to hit land based(like LRD's)units killing a good number.
Since Tacts/chems are level 1 they should be allowed in sneak attacks. Add more sneak attack options and give the Sec con more to do.
-------------Nuke Rant over---------------
-------------War suggestion---------------
The issue with the levels is that people can hide for to long under them, giving them a longer time then most to keep building up or reducing the amount of war players.
MY SUGGESTION is simple
When the new player starts they are to be based on the war game levels(i mean game levels not war levels until level 3. After this they should have tested weapons been in a war and had an econ to back a small military. After that the game should offer a compromise. If a player chooses to be econ they can. It will forever block them so instead of war level 0 it says "Econ only", This protects them from PvP warring but will also block them from warring themselves(C3 or PvP). This should be a permanent choice once picked there's no going back(on that world at least). Right there the econ kids are happy and protected. After that if they dont choose econ only they play the full game and start @ war level 1 from there PvP warring starts 1-3/3-7.(fearless blue 1-7)(also when in a fed you can fight an enemy regardless of there level if you war decs kick in). Something to try to build on