Logo Platform
logo amplifiers simplified

ICBM's... aren't (Missile Issues)

Copied to clipboard!
3 years ago
Aug 23, 2021, 9:33:32 AM

I really struggled with Nukes / Missiles. In the first game where I had them I was never able to fire them as I couldn't figure out why it wouldn't let me target anything.


The range of a missile is not clear when selecting them (The same applies to bombers). I expected that once I'd done the ICBM project I'd be able to hit anything on the planet, turns out... missile range is really short, even the latest thermonuclear missiles. I then discovered that I couldn't move the missile from one silo to another one that was in range. Is there a way to put them on submarines? I've not found out how.


I should be able to target any tile, not just cities. (Because by aiming between them, I could take out two cities with a single missile :) )


Unrelatedly: at the moment I've not managed to build nukes without playing past the end of the game, as I usually finish for some other reason, mostly running out of turns.

0Send private message
3 years ago
Aug 23, 2021, 1:28:25 PM

I'm in agreement. I managed to produce a couple of ICBM's late game and found myself weary of the game status enough to use one against the Brazilians (who seemingly had even less taste for the war than me) and was underwhelmed with the deployment, use of the weapon. Very truncated range, only able to target specific areas, can't put them on nuclear submarines and even the graphics of the destruction left me un-wowed. With the exception of a damming quip from the narrator, the Brazilians hardly took notice of me turning one of their cities to ashes. 

0Send private message
3 years ago
Aug 23, 2021, 4:02:16 PM

It was quite nteresting that I dropped two nukes on the brazilians and they were even more riled up to continue the hilariously one sided war, they were losing. They got a massive war support bonus for all the districts I blew up.  If I hadn't nuked them they would have surrendered, which feels...odd.

0Send private message
3 years ago
Sep 4, 2021, 3:45:25 PM

Totally agree. I had 11 ICBMs prepared to be released at once few turns before ending the game and.... well, they didn't even reach past the ocean to other territories. I was on second place and hoped to prevent the player on first place from winning by wiping him out of existence but... Humankind devs apparaently said "nope, war is bad". I mean, it's a game, at least let me do whatever i want because it is feasible, ICBMs can reach anywhere, that's why they are ICBMs.


I'm not a big fan of other things such as asking my enemy for a city after i took it by force. I mean the force surrender mechanic. If i capture 5 cities in a couple of turns, those are rightfully mine, i fought a battle, i won, i keep the cities. But apparently i need to ask for them even if my army is in full control of the territory.

Also, in another game i conquered every city on the map, i was alone, no other civilizations survived me. Well, the game penalizes me by taking me away several thousand of fame points because i am in control of "too many cities". I think this really limits the player's freedom and it is a bummer at least for me.
Updated 3 years ago.
0Send private message
3 years ago
Sep 4, 2021, 4:12:53 PM

Nukes need serious revisions.  First completing the fission test should open the Nuclear civic to everyone and give them the prerequisite tech for uranium enrichment. (so they can rapidly get nukes once someone has).  Second, nuclear units should only cost 1 uranium, so they are harder to monopolize.  The 2 nuclear units should be a nuclear bomber (similar to strategic bomber but it does a one time nuclear attack and only takes 1 oil+aluminum+uranium ) and a nuclear missile (that only takes 2 aluminum+1oil+1uranium). All missiles need to relocate (including to nuclear submarines). The Fusion/ICBM projects should not unlock new nuclear units, they should boost the stats of existing nuclear units.  Fusion project boosts the blast range to 4, ICBM gives nuclear missiles unlimited attack range from silos (not from subs). (and silo pollution needs to be more like 5 rather than 30).  That should give a decent MAD (the nuclear units should also cost 0 pop and be fairly cheap industry wise…maybe let nuclear plant cut their costs in 1/2)

Updated 3 years ago.
0Send private message
2 years ago
Sep 8, 2022, 2:36:41 PM

I agree. Seems like something is missing in the development of nuclear weapons dynamics in the game. 


They cost too much. In the game I'm playing there's like 5 aluminum resources on the map and I control 3 of them, so there will never be any MAD because no one else has the resources to build them.


And then you can't even move them to be delivered on the enemy?! How did you think there? It's not like the US launched their nukes on Japan from New Mexico in the 40s. They stored them on planes. Why can't you store them on planes and submarines in the game or at least move them between silos? It makes no logical sense that a nuclear missile is stuck forever in the city that built it.


Any developer that would be so kind to comment on these issues perhaps? ?

0Send private message
2 years ago
Sep 30, 2022, 12:29:12 AM

Nukes definitely need rework. 


1. the last test site has ridiculous placing requirements - in my current game there's simply no place to put it on the map, and I have the largest empire spanning two continents. Maybe adding an option for underwater tests as well, since a lot of real life tests were underwater ones.


2. nukes should be available at first as single use bomber. Only after researching rocketry should be available as missiles. Single uranium needed (I don't like the idea of units needing multiple resources when resources are so limited on the map. If I have access to uranium why would I need to import even more uranium to build nukes? Same with oil and other resources). 


3. ICBMs should have unlimited range. There may also be a new type added - tactical missile with limited range but allowed to hit any tile, not only administrative centers. Submarines should be able to carry those tactical nukes. Unlimited range of course cause problems - the first one to get them could wipe out the entire world. I don't have any idea right now how to counter it.


4. There should be a way to remove wasteland and restore the original terrain. Hiroshima and Nagasaki were nuked and they aren't wasteland now. Nuclear tests were condicted in many places and none is a permanent wasteland now. Just as there is an option to plant forest one tile at a time - there should be an option to remove wasteland. A costly one, but there should be. 


5. There should be a late game tech and infrastructure to defend against nukes. For example 50% chance to destroy incoming missile.


6. Using nukes should have severe diplomatic penalties.

0Send private message
2 years ago
Oct 5, 2022, 3:11:03 PM

Just gonna leave my thread here:


https://www.games2gether.com/amplitude-studios/humankind/forums/169-game-design-and-ideas/threads/47609-fleshing-out-the-nuclear-option-in-humankind?page=1#post-351701


Wald

0Send private message
2 years ago
Nov 8, 2022, 9:27:46 PM

Really hope the devs will look and consider these feedbacks. It's been months since many similar feedbacks have been given about the range issue. I would say the issue is more related to map scaling range, or transportability of the nuke, than the range in itself.


Hoepfully we will have some devs considerations soon! :)

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message