Atomic bomb
- SovietColonel
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Atomic bomb
Atomic bomb
This technology is used by the tactical bomber
It must cost a lot like umm 25 turns
Because its too powerful nothing can stop it unless you shoot down first the tactical bomber
The tactical bomber do nothing without this tech
The atomic can only be used once if you want another you gonna wait another 25 turns to make it balance. Its too over powered
This technology is used by the tactical bomber
It must cost a lot like umm 25 turns
Because its too powerful nothing can stop it unless you shoot down first the tactical bomber
The tactical bomber do nothing without this tech
The atomic can only be used once if you want another you gonna wait another 25 turns to make it balance. Its too over powered
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Re: Atomic bomb
It would be nice if it destroyed the unit you threw it at and damaged all the others around it. It would also be realistic if it totally eliminated every town, facility or airfield you throw it at.SovietColonel wrote:Atomic bomb
This technology is used by the tactical bomber
It must cost a lot like umm 25 turns
Because its too powerful nothing can stop it unless you shoot down first the tactical bomber
The tactical bomber do nothing without this tech
The atomic can only be used once if you want another you gonna wait another 25 turns to make it balance. Its too over powered
Success is not final, failure is not fatal: it is the courage to continue that counts.
- LordOfAles
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Re: Atomic bomb
Not the town,please
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Re: Atomic bomb
HUEHUEHUEHUELordOfAles wrote:Not the town,please
but why
Success is not final, failure is not fatal: it is the courage to continue that counts.
- LordOfAles
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Re: Atomic bomb
Destroying TC would result in less strategy,so players will always use this to destroy enemy towns,resulting 1 or 2 town to remain on whole map out of, lets say:16
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Ayush Tiwari
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Re: Atomic bomb
Well,if its like this:
Since they leave radiation which are active even today,we could go like this:
If you drop it on a TC,anything out of the TC will come out with 5 less HP.After 20 turns,that becomes 2 HP deduction,for full game
Since they leave radiation which are active even today,we could go like this:
If you drop it on a TC,anything out of the TC will come out with 5 less HP.After 20 turns,that becomes 2 HP deduction,for full game
Homo homini lupus
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Re: Atomic bomb
Sounds good.
Success is not final, failure is not fatal: it is the courage to continue that counts.
Re: Atomic bomb
Great idea but it might by to crazy!
A thousand may fall at your side,
And ten thousand at your right hand;
But it shall not come near you.
Only with your eyes shall you look,
And see the reward of the wicked.
And ten thousand at your right hand;
But it shall not come near you.
Only with your eyes shall you look,
And see the reward of the wicked.
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Re: Atomic bomb
Der Verlust von HP sollte alle Einheiten betreffen die durch so ein Gebiet fahren.Ayush Tiwari wrote: ↑Thu Dec 28, 2017 1:28 pm Well,if its like this:
Since they leave radiation which are active even today,we could go like this:
If you drop it on a TC,anything out of the TC will come out with 5 less HP.After 20 turns,that becomes 2 HP deduction,for full game
Wenn ein Abwurf stattfindet, sollte ein Radius von 4-5 Feldern verseucht sein.
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Re: Atomic bomb
please use only english here
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Re: Atomic bomb
The loss of HP should affect all units that drive through such an area.
If a drop occurs, a radius of 4-5 fields should be contaminated.
If a drop occurs, a radius of 4-5 fields should be contaminated.
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Re: Atomic bomb
here are the proposals and thoughts for the a-bomb of stratego and me.
in each industry level the a-bomb 5 rounds must be researched. the production of the a-bomb should then take 25 rounds. the bomb can only be brought to its target by a bomber. if the bomb was used, it will cause damage in a radius of 7 fields. it will destroy all units of friend and foe. if cities are affected, they can not build anything for 10 rounds. in the fields affected by the 7 fields, more than 10 rounds of damage will be done to units crossing or standing on these fields
let the discourse begin
in each industry level the a-bomb 5 rounds must be researched. the production of the a-bomb should then take 25 rounds. the bomb can only be brought to its target by a bomber. if the bomb was used, it will cause damage in a radius of 7 fields. it will destroy all units of friend and foe. if cities are affected, they can not build anything for 10 rounds. in the fields affected by the 7 fields, more than 10 rounds of damage will be done to units crossing or standing on these fields
let the discourse begin
- Harchie Hirondo
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Re: Atomic bomb
Anyways, here's my suggestion...
A laboratory should be built to produce the nuclear bombs(tech), you can also produce scientists in the laboratory and can make the production of the A-bomb faster by a turn.(scientists can have some further uses in the future).
You will need to have Industry Level 3 researched to start researching the A-Bomb tech.
A-Bomb tech cost is 20-25 turns. Once researched, an ability for tactical bombers is unlocked.
The effect of the A-Bomb should have a 4-7 tile range. Disabling towns within that radius for 5-8 turns.
Affected tiles should give an effect like "Radioactive Debris" for 5-8 turns too, something that will damage units stepping on those tiles...
A laboratory should be built to produce the nuclear bombs(tech), you can also produce scientists in the laboratory and can make the production of the A-bomb faster by a turn.(scientists can have some further uses in the future).
You will need to have Industry Level 3 researched to start researching the A-Bomb tech.
A-Bomb tech cost is 20-25 turns. Once researched, an ability for tactical bombers is unlocked.
The effect of the A-Bomb should have a 4-7 tile range. Disabling towns within that radius for 5-8 turns.
Affected tiles should give an effect like "Radioactive Debris" for 5-8 turns too, something that will damage units stepping on those tiles...
The war is inevitable! But what if....
- Shark guy 35
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Re: Atomic bomb
Seems balanced enough. How would it work if "All techs" is turned on?
"A good plan, violently executed now, is better than a perfect plan next week".
-General George S. Patton
-General George S. Patton
Re: Atomic bomb
also there should be button to turn off it when you are starting game
Re: Atomic bomb
may be... like jet engines or bunker complex techs?Shark guy 35 wrote: ↑Sat Oct 03, 2020 9:22 pm Seems balanced enough. How would it work if "All techs" is turned on?
Re: Atomic bomb
For me it seems lacking.
The jet bombers of Germany is more usable to me in that regards.
If i would reearch it 5 turns per tech that would be a lot of investment and no one would take if it still takes 25 turn to finish.
5squares from bomb site should be enough, planes can survive it.
And it would only need 10 turns needed to make, you have to remember that this would litterally be hard to use unlike when US use it. They have so much advantage when they used this and for the game, it can be only practically used when you are already winning (cause of high investment).
If we have a special plane for this then they shouldnt be able to be carrier based.
5 turns factory disable i think is enough for game balance.
Down below is just my stupid suggestion
I can have a suggestion for the carrier. The bombers woud have a special carry capacity for this bomb and the bomber needs to take it from the airport where they are to be researched or trained. The bomb will have 1 movement and will go boom when it moved outside the plane or factory
The jet bombers of Germany is more usable to me in that regards.
If i would reearch it 5 turns per tech that would be a lot of investment and no one would take if it still takes 25 turn to finish.
5squares from bomb site should be enough, planes can survive it.
And it would only need 10 turns needed to make, you have to remember that this would litterally be hard to use unlike when US use it. They have so much advantage when they used this and for the game, it can be only practically used when you are already winning (cause of high investment).
If we have a special plane for this then they shouldnt be able to be carrier based.
5 turns factory disable i think is enough for game balance.
Down below is just my stupid suggestion
I can have a suggestion for the carrier. The bombers woud have a special carry capacity for this bomb and the bomber needs to take it from the airport where they are to be researched or trained. The bomb will have 1 movement and will go boom when it moved outside the plane or factory
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Re: Atomic bomb
the a-bomb may only be transported by propeller bombers. i.e. when the a-bomb is built, it is automatically linked to a propeller bomber like the b17 or ju 88
there should only be one in play per nation.
the a-bomb is said to be expensive because it is such a big heavy weapon
there should only be one in play per nation.
the a-bomb is said to be expensive because it is such a big heavy weapon
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Re: Atomic bomb
we dont have "linking" mechanism
so it can be eg: a new plane that only carries Abomb and vanishes when bomb is dropped.
so it can be eg: a new plane that only carries Abomb and vanishes when bomb is dropped.
- Gruppenführer Erwin
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Re: Atomic bomb
It can be an ability in designated planes which has 10000 turns cooldown and only usable when its searched as tech.
Re: Atomic bomb
good idea?Gruppenführer Erwin wrote: ↑Sun Oct 11, 2020 5:24 pm It can be an ability in designated planes which has 10000 turns cooldown and only usable when its searched as tech.
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Re: Atomic bomb
have you ever played a game where you played 1000 rounds? the rest a good ideaGruppenführer Erwin wrote: ↑Sun Oct 11, 2020 5:24 pm It can be an ability in designated planes which has 10000 turns cooldown and only usable when its searched as tech.
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Re: Atomic bomb
no need to lock the ablility if the plane itself is only buildable if the tech is invented.
i dont see the point: what will u do with the plane when bomb is dropped?
i dont see the point: what will u do with the plane when bomb is dropped?
- Gruppenführer Erwin
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Re: Atomic bomb
Idk someone just said it must be one use each game soo
Re: Atomic bomb
what about making that plane kanikaze ability, so it will be destroyed after bombingnuke?
- Shark guy 35
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Re: Atomic bomb
Not really accurate, inventing A-bomb should just let you produce a special tactical bomber that launches the bomb using an ability. Once the bomb is used the plane performs the same as a normal superfortress
"A good plan, violently executed now, is better than a perfect plan next week".
-General George S. Patton
-General George S. Patton
Re: Atomic bomb
may be strategic bomber?Shark guy 35 wrote: ↑Wed Oct 21, 2020 6:35 pmNot really accurate, inventing A-bomb should just let you produce a special tactical bomber that launches the bomb using an ability. Once the bomb is used the plane performs the same as a normal superfortress
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Re: Atomic bomb
nuclear project requires 15 turns to acquire
only strategic bombers like
B 32 dominator
Junkers 390
B 29 super fortress
B 24 liberator
Petlyakov pe-2
short stirling
can carry nukes with 8 turns cool down.
only strategic bombers like
B 32 dominator
Junkers 390
B 29 super fortress
B 24 liberator
Petlyakov pe-2
short stirling
can carry nukes with 8 turns cool down.
flakzwilling