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New Idea: Nuclear Bombs: 11/3/2011 21:10:49


Guiguzi 
Level 58
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No, Philippe II was not a peer. He was king.
New Idea: Nuclear Bombs: 11/3/2011 21:14:28


°√osτrσ
Level 3
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New Idea: Nuclear Bombs: 11/3/2011 21:15:52


°√osτrσ
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New Idea: Nuclear Bombs: 11/3/2011 21:16:19


°√osτrσ
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New Idea: Nuclear Bombs: 11/3/2011 21:16:25


°√osτrσ
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New Idea: Nuclear Bombs: 11/3/2011 21:16:32


°√osτrσ
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New Idea: Nuclear Bombs: 11/3/2011 21:22:27


Domenico
Level 16
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*Is that a falling nuke I'm hearing?*
New Idea: Nuclear Bombs: 11/3/2011 21:46:04


Moros 
Level 50
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BOOM!
New Idea: Nuclear Bombs: 11/3/2011 23:40:13

RvW 
Level 54
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@Seatide Landon:
Your suggestion reminds me of a game called "Risk 2210 AD". Wizards has a nice online [demonstration](http://www.wizards.com/avalonhill/flash/riskdemo_021210.html) of it. Maybe you'd also be interested in the [Wikipedia article](http://en.wikipedia.org/wiki/Risk_2210_A.D.) about the game.

Some of its concepts (such as sea colonies and extra territories on the Moon) could be readily copied to Warlight, especially if the one-way connections I saw suggested in another thread are implemented.
Some other concepts (rolling with a D8 under certain conditions, the entire concept of commanders) would probably require a significant rewrite to the code. Also, it makes the game more "messy", less predictable... I'm not sure whether most players would like that.

Of course, there's copyright law to consider; outright copying their Lunar map and adding their sea colonies is asking for trouble. But if someone happens to have the game and wouldn't mind reading through the stack of command cards and use the best / most appropriate ones as inspiration for suggesting new Warlight cards, I *guess* (I'm not a lawyer!) that would be okay?
New Idea: Nuclear Bombs: 11/4/2011 10:40:17


Creeping Death
Level 2
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I like the zombie card idea, but not the nukes. And I especially hate the "random direction" idea. It will always fall on my territories, I am sure.
New Idea: Nuclear Bombs: 11/4/2011 12:32:42


denzyman 
Level 5
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*Philippe Auguste was a pear.*

+1. They definitely have something common.

![](http://www.histoire-en-ligne.com/IMG/jpg/philipp2auguste.jpg)

![](http://photo-dict.faqs.org/photofiles/list/6784/8992packham_pear.jpg)
New Idea: Nuclear Bombs: 11/4/2011 12:43:49


Mian 
Level 54
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See ? See ?! ^_^
New Idea: Nuclear Bombs: 11/5/2011 03:26:46


Gnullbegg 
Level 49
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![](http://www.taz.de/uploads/hp_taz_img/norm/titanic_cover.jpg)
no one will beat the pearest of 'em all!

btw this is my first post (a good one, innit?^^) so im a zomgNOOB!11 but I must state I wouldn't like a nuke card, this would add too much of a random element to the game IMHO.

And Mian, when are you online, mostly? Because I sure could use some tutoring... (sorry for writing this here but I couldn't find any PM feature outside of the games?!)
New Idea: Nuclear Bombs: 11/5/2011 04:57:43


Guiguzi 
Level 58
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Then I think Denzy has the wrong name. His picture looks like a pear too. We can be Team Pear.
New Idea: Nuclear Bombs: 11/5/2011 12:20:45


angel 
Level 3
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LOL!!!!!!!
New Idea: Nuclear Bombs: 11/5/2011 22:26:34

WarGeneral514514
Level 2
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I would kind of like that idea, but I think it should be a card that you have to get alot of pieces for it, and it will be really rare during a game because:

1.It is too powerful to be played alot of times in a game in which one team or person can get a big winning advantage.

2.If another player is surrounded, then a nuke could collapse their foundation.

3.It could easily make other players lose bonuses by losing a territory.

4.If you had enough nuke cards, then you could eliminate another player.

So, I would like the nuke card if you would have to get alot of pieces for it, and if it would be really rare during a game due to the reasons above.

-WarGeneral514514
New Idea: Nuclear Bombs: 11/5/2011 23:01:07

RvW 
Level 54
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The way in which Risk 2210 AD prevents nukes from becoming too powerful is exactly by way of randomization. For instance, IIRC there's a card which destroys 4 (?) random territories, but that's *really* completely random; they are selected out of all the territories on the board, including your own. This has several benefits:
- It's risky to play, so people will try not to use the card (even if they have it), if they see another way to reach their goal.
- If you have very few territories left, it becomes safer to play, giving an additional benefit to nearly-defeated players. (In 2210 there's a turn limit, so this can really screw you over if played on the last turn, in Warlight, you'd just retake those territories the next turn (chances are you have them surrounded anyway) and you "only" lose a lot of reinforcements for one turn.)
- If you have a lot of territories (and gotten a card piece every turn, making it easier to complete the nuke card) you really don't want to use it, since chances are you'll only hit yourself.

Additionally, in Warlight there's the benefit of having a card in many pieces which you try to save up; as soon as the card completes, it starts counting against your hand limit (default 3 if memory serves), so people holding onto their nuke card for many turns effectively lose 33% of their order priority, order delay and barricade cards (to name a few you're also likely to hold onto, unlike reinforcements cards which you play directly anyway). I think that's quite a penalty, meaning nuke cards might get discarded (relatively) often, adding to the list of strategic choices you have to make.

I'm not sure if I agree with the "but I don't like this card" argument; if you don't, you just don't enable it in your games, right? The way I see it, it's mostly important there's a significant amount of players who would like the card (well, that and Fizzer liking the idea of course ;) ).
New Idea: Nuclear Bombs: 11/11/2011 11:28:28

Sir Charles
Level 4
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I have yet to play Multi-player as I am still trying to earn all the Gold Stars for the Single Player. Almost there. Currently working on the Crazy Challenge, then the Insane Challenge. But, I do like the Nuke Card idea. Reminds me of the game Call Of Duty: Modern Warfare 2, of which I play quite a lot.

I agree that the Nuke Card would need to require a lot to achieve. Might be interesting if it was used as an attack option, and not make it act like an Abandon Card.

Something to strongly consider is whether it would be better to have it useable only against neighboring enemy territories, and not ones across the map. But perhaps nuking enemy territories across the map would make it that much more interesting.

I'm sure better experienced players here would have deeper insight into the characteristics of a Nuke Card.

Overall, I like the idea. I may just have to venture out and try Multiplayer sometime soon.
New Idea: Nuclear Bombs: 11/11/2011 11:45:16


Perrin3088 
Level 49
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Sir Charles, be prepared for a pretty hefty battle in the Insane challange.. and alot of restarts on crazy ;)

that being said.. Humans are both less predictable and more predictable then AI's, just in different ways
New Idea: Nuclear Bombs: 11/12/2011 14:44:00

RvW 
Level 54
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Another possible suggestion to make a possible nuke card less overpowered: make players choose between either using normal attacks OR playing a nuke card (think about it, wouldn't your armies hide in their bunkers if they know nukes are about to be launched?).
That way, you vaporize a lot of enemy armies, but you can't instantly take advantage of that (especially in combination with multi-attack that would be bad: you already know the map is going to be seriously thinned out when giving orders for that turn), giving your opponent(s) at least some chance to reinforce themselves before you march in the next turn.
Fine-tuning could go both ways: either make it play like an abandon card (always going at the end of your turn, sort-of achieving the idea of not riding in immediately after nuking) or making you skip the reinforcement stage as well (vaporize lots of enemies, but "lose" a lot yourself as well).
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