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Rework Nukes

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4 years ago
Aug 18, 2021, 11:06:04 PM
Not being able to drop a nuke anywhere and transfer silos is big sad. Being able to see the range at a glance would be helpful for silo placement and range attack of all types of nukes would be quality of life. I love nukes, help me love them here :)
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4 years ago
Aug 18, 2021, 11:45:06 PM
Feloche wrote:
Not being able to drop a nuke anywhere and transfer silos is big sad. Being able to see the range at a glance would be helpful for silo placement and range attack of all types of nukes would be quality of life. I love nukes, help me love them here :)

#ILoveNukes
XD
*takes that out of context*

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4 years ago
Aug 19, 2021, 3:49:11 AM

I agree, building nukes is great until you find out their range is limited and since they are attach to the place you build them, you can't move them.  We can colonize Mars but the nukes don't reach past 28 spaces.

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4 years ago
Aug 19, 2021, 9:57:49 PM

I live for nukes, The nuke cinematic is a nice touch but its shadowed by the fact that you can hardly use them to their potential in a true cold war :)

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4 years ago
Aug 19, 2021, 10:11:42 PM

So we need the ability to increase the range of nukes (Technology perhaps), and transfer them from silo to silo. (I mean we do that in real life just with nuclear warhead storage alone)


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4 years ago
Aug 22, 2021, 11:20:17 AM

Signed up just to say this - after spending a whole game gearing up to destroy the planet and grinding through the whole nuke test stuff, discovering how limited nukes are was a pretty major letdown. I suspect this will be fixed in by a mod eventually, but they really should be more flexible in their deployment without one.

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4 years ago
Aug 22, 2021, 4:34:02 PM

In my opinion your nuclear arsenal should just be a count of warheads, and any of your nuclear silos should be able to fire one. The additional chores of moving them about seems completely unnecessary. Nuclear testing and development should get you bigger, more powerful warheads (10kt A-Bomb -> 100kt --> 1MT --> 10MT H-Bomb). You select a silo and tell it to fire, without any need to pre-assign or shuffle missiles around. The delivery systems are a separate matter. We will just assume your nuclear silo is outfitted with your best available missile system, and when you order it to fire it subtracts one of your warheads, which will all use your current warhead tech level.


And of course ICBMs should be able to target anywhere on the planet. Earlier missiles, particularly on mobile launch platforms such as MRBMs, might not have unlimited range. Mobile MRBM launchers could in theory remain viable even when ICBMs exist however, precisely because they can fire and move, staying mobile and hidden to avoid them being destroyed by enemy missiles in a nuclear war where silos cannot. Sub-launched SRBMs would, very similar to land-based mobile launchers, have long strategic range of thousands of miles, but not unlimited global reach. Bomber bases should also be able to deliver nuclear weapons. Again, the warheads are universal wherever they are deployed.


The nuclear triad requires all three of these, and for good reason because any one leg of the nuclear triad could be countered, but all three together essentially has no viable countermeasure. One line of warhead technology, multiple lines of delivery systems techs.


I think the best way to do this is to have units that can be useful without having nuclear capabiliity. Such as missile launchers like SCUD or missile submarines, strategic bombers, some type of surface ship, etc. But these units can also be used to launch nukes if you have a nuclear warhead, essentially a special, manually activated ability the unit can use instead of its ordinary conventional attack, which costs one nuclear warhead from your stockpile to activate.

Updated 4 years ago.
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4 years ago
Aug 27, 2021, 11:18:52 PM
Since my very first game, Nukes have been a big disappointment. It's been held back so hard, and it deserves to fly...across the sky and reach the the whole planet. Also would be very cool add interesting ways to counter them, like a percentage chance to be destroyed by the satellite laser or if someone has tons of anti air for the smaller bombs. A way to have a real M.A.D. scenario where if a nuke is targeted and/or hits your land (not just cities but anywhere) you can pre locate targets locations (not just cities centers) for your nukes to drop would be so sweet. Watch the world end in fire :)  
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4 years ago
Aug 28, 2021, 1:06:06 AM

Agreed... the range had me puzzled... These are like North Korea nukes... not real American/Russian nukes. I also don't understand why every game seems to skip nuke bombers... the only 2 nukes dropped in anger were by bombers... not missiles. We also need subs that can hold tactical nukes. After enough tech nukes should be able to hit anywhere, but we also need anti nuke measures, maybe anti missile districts that have a chance to shoot down ICMBS (the more you have the better chance but very expensive) and bomb shelters that can save some population. 

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4 years ago
Aug 28, 2021, 6:35:56 AM

Also make nukes not cost pop, and missiles too.

For normal military it makes sense to lose pop but missiles and nukes costing pops sounds like you're just murdering your people and turning it into nuclear mush missile.

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4 years ago
Aug 28, 2021, 8:21:23 AM

I also experienced them as kind of a disappointment, but I also think the balance must be kept. Making them as strong as real life nukes is way too much. I fear the game would just become a nuke race, ending with a player just killing everyone. 

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4 years ago
Aug 28, 2021, 11:35:19 AM
panp01392 wrote:

I also experienced them as kind of a disappointment, but I also think the balance must be kept. Making them as strong as real life nukes is way too much. I fear the game would just become a nuke race, ending with a player just killing everyone. 

I think that can be fixed by making getting nukes first hard, but getting nukes second easy (and making a lot of them easy). Some of that comes from revamping the tech tree (first techs hard, second techs easy.

Updated 4 years ago.
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4 years ago
Aug 29, 2021, 12:32:53 AM

I said something like this a week ago.


My capital + a couple other cities were pumping out nukes at like a rate of 1 every 3 - 5 turns. But they were in the middle of my empire so I couldn't use any of them. I liked the idea of the test projects, that made sense, but after the ICBM project I expected to be able to hit anywhere on the planet (or at least 75% across the planet) but nope. Couldn't even send my inter-CONTINENTAL ballistic missile half way across my own continent xD 


I get that its a balancing issue, but instead of limiting the range of nukes (and/or preventing launches from submarines) I suggest;


-- 1 Silo, 1 Nuke policy

 

By this, I mean you build 1 missile Silo (heck, even a dedicated 'Nuclear Silo' district, which would be say -25 stability) and it can ONLY hold a single nuclear missile. If all your silos are filled then you can't build another nuke. If you build another silo, thats even more stability hit. I feel that would balance itself out nicely and naturally, much more than a "Lol, you could throw a rock further than your ICBM".


Also, if nuke count is still a concern. Increase the production cost for each nuke you own and can also attach a stability hit to the nukes themselves.


IE Nuke 1 = 1000 production, -0 Stability

Nuke 2 = 1500 production, -5 stability

Nuke 3 = 2000 production, -5 stability

Nuke 4 = 3000 production, -10 stability

Nuke 5 = 5000 production, -10 stability


etc something like that. Could then either make it so production costs never go back down, same with stability costs. OR if you disband / use a nuke, the cost goes back down? Idk.

Also, can add in Anti-Ballistic Missile defences too (not 100% accurate ofc, say 25% chance to intercept?).


Also, FOR THE LOVE OF GOD, please let us nuke empty ground! In other nuking games I tend to use them more as tactical weapons than strategic, so found it very odd I was forced to target cities with them? If the concern is it would be a very quick way to win the game with getting all military stars, just make it so nukes don't count towards unit kills (or maybe its a tough luck type of thing, you should have struck first and struck their nuke-holding cities before they could launch etc? Sort of MAD/First strike gameplays)



One other thing i noticed. I had about 20 nukes built (my 3 cities were CRAZY for production). After I used my first nuke, I noticed my money had gone from +40k/turn (yes +40000) to -120k/turn suddenly. It was all from a single missile silo which had like 8 nukes in it (all useless since they couldn't reach anywhere). I had to delete all these fortunately useless nukes to reset the silo to the correct cost (which should have been like -2k with the nukes, now after all nukes gone and only stealth missiles left was like -500) Literally bankrupt my empire by time I realised the fix. I would have won, BUT, the game locked up, the AI seemed to enter an infinite loop and my turn wouldn't resume so I alt-f4'd :L

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4 years ago
Aug 29, 2021, 12:34:18 AM

For those who don't like nukes, another idea could be to setup a Pre-game setup option that toggles Nukes on or off.


OR...could toggle between the current functionality of nukes (for those that still want the option, but keep them INCREDIBLY nerfed/useless) and a new functionality/more useful version?

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4 years ago
Oct 20, 2021, 10:52:31 PM

The goal for reworking Nukes should be MAD:  basically once someone gets nukes, everyone else rapidly gets them and war becomes mass suicide.


So

Research the Nuclear Fission technology... and Every civ in the world gets the Nuclear Weapons Civic...  (it doesn't give them access to uranium though, they either need to trade for it or get to Contemporary and research Uranium enrichment for themselves) 


Fission Test (needs 1 Uranium... only makes 7 tiles Wasteland (ie range 1)),  unlocks 2 "Nuclear Delivery" Units, unlocks the Fusion Test

Nuclear Bomber: 7400 ind, 1 pop, 80$: 1 U, 1 oil, 1 al, Range 18

Nuclear Missile: 14800 ind, 1 pop, 90$; 1 U, 1 oil, 2 al, Range 14 [can be fired from silo or Nuclear Submarine... can be relocated]

[Nuclear Weapons cost -50% with a Nuclear Plant]


Then the Fusion Test (1 Aluminum 2 Uranium)... only makes 19 tiles Wasteland [range 2]

Increases Strike Radius to 4


Then the ICBM Test (1 oil 2 Aluminum 1 Uranium),, only makes 7 Tiles Wasteland, Only Needs Rocketry Technology, not the nuclear tests

Increases range of Nuclear Missiles in silos to 200 (global)



Also Nuclear Weapons should be able to be launched at Main Plazas and Administrative Centers in the Fog of War (Maybe they lose -1 Strike Range for that, but you are aiming at a point on a map, not a unit).


I do like the Fire and let the enemy respond situation, however every Missile unit in a stack needs to be able to be launched on one turn.

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3 years ago
Nov 22, 2021, 7:52:49 PM

if the devs are not going to fix or care about the use of nuclear weapons, can the devs please make mods not jump through so many hoops

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