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NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Tue Feb 09, 2010 9:29 am
by PaulGT
Hi there

I’d like to see Nuclear spoils mean, you really do Nuke the living daylights out of your opponents. Collect a group of spoils, choose the cell to deploy your one bomb on and listen to them weep as their vast army is annihilated!

Interested – please read on……

The Way It Is Now
Sorry to say Nuclear spoils don't work like a Nuclear deployment at the moment where you’re restricted, even forced to deploy only on the territories you collect spoils for.

Because it’s so arbitrary it means you would have to be extremely lucky to have a spoil for a territory that had a lot of enemy troops because normally people only amass troops at frontiers. You can also be in the crazy position of having to bomb your own troops.

However, lots of people seem to like this level of chaos and it has been suggested the existing form of nuclear spoils should be re-named Meteor Spoils, to properly reflect their random nature.

The Way It Should Be
In my view it would be much more realistic to have one Nuke where you can target which cell you want to deploy the bomb on and it either:
- destroys/depletes the cell contents, or
- the cell contents and the contents of each neighbouring cell.

I realise the neighbouring cell contents idea might be a bit tricky to implement on some maps but I guess it's any cell there's a direct connection to. This could also have the effect of being indiscriminate in that it could affect your own troops if they happened to be next to the target cell but as the player deploying, you'd have to consider whether it was to your overall advantage.

Either option would allow you to deploy spoils strategically rather than have your fortunes determined mostly by luck.

You could also put back some differentiation between groups of spoils if you wanted to e.g:
- 3 reds reduces target cell contents by at least 4 (conventional weapons)
- 3 greens by at least 6 (chemical weapons)
- 3 blues by at least 8 (hydrogen bomb)
- one of each either reduce by at least 10 or total annihilation (nuclear bomb)

or maybe

- 3 reds reduces target cell only by 50%
- 3 greens reduces target and neighbouring cells by 50%
- 3 blues annihilates target cell only
- one of each annihilates target and neighbouring cells


Impact on Game Strategy
This would bring about a real change in strategic behaviour by discouraging players from concentrating all their troops into just a few cells because they would then run the real risk of losing most or all of their strike force.

Thanks for taking the trouble to read this far. What do you think?

If you've got a view please post a reply or, if you like the idea as suggested just vote. It's the only way it will get implemented!


Many thanks

PS. See article http://www.conquerclub.com/forum/viewtopic.php?f=4&t=109504 for a fuller explanation of the rationale for renaming to Meteor Spoils.

Re: Suggestion for Nuclear Spoils

PostPosted: Tue Feb 09, 2010 4:07 pm
by iamkoolerthanu
I'm not sure if you mentioned this idea, because I only scanned your post, but could the idea for nukes be that when you get a set, you get one nuke to attack one territory, and it would destroy that one territory, and reduce the adjacent territories by half? Or even without the adjacent territories thing, I think it would make for better strategy

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Fri Feb 12, 2010 8:29 am
by bullettdodger
Both of the posts have very valid points, the last thing any one needs if they are having a bad run with the dice is to then have to nuke their own troops as well, the advantage of gaining spoils in this case go's intirely with the opponent, where as if you had a choice to deploy on an area and only the intensity of the attach was attributed to the colour of ones spoils you could swing a game in your favour tactically rather than relying on a very fickle lady luck. The concept of nulear spoils is very appealing but its deployment at present leaves a lot to be desired.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Fri Feb 12, 2010 8:40 am
by Sir. Ricco
This is a more logical approach to the Nuclear spoils. Who uses a Nuclear weapon if they can't control it. However with this implemented, you lose the chaos factor about the Nuclear spoils. I think this is a good idea, but I don't see it being implemented.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Fri Feb 12, 2010 2:57 pm
by iamkoolerthanu
Sir. Ricco wrote:This is a more logical approach to the Nuclear spoils. Who uses a Nuclear weapon if they can't control it. However with this implemented, you lose the chaos factor about the Nuclear spoils. I think this is a good idea, but I don't see it being implemented.


I know what you mean, but couldn't there be two options? Because I know people like this version of nukes, but I also know that there are many(like me)who would prefer a more strategy based nuke system.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Fri Feb 12, 2010 4:15 pm
by Sir. Ricco
iamkoolerthanu wrote:
Sir. Ricco wrote:This is a more logical approach to the Nuclear spoils. Who uses a Nuclear weapon if they can't control it. However with this implemented, you lose the chaos factor about the Nuclear spoils. I think this is a good idea, but I don't see it being implemented.


I know what you mean, but couldn't there be two options? Because I know people like this version of nukes, but I also know that there are many(like me)who would prefer a more strategy based nuke system.

Yes there could be two types, but going on the track record of this site it probably wouldn't happen.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Fri Feb 12, 2010 4:52 pm
by Queen_Herpes
iamkoolerthanu wrote:
Sir. Ricco wrote:This is a more logical approach to the Nuclear spoils. Who uses a Nuclear weapon if they can't control it. However with this implemented, you lose the chaos factor about the Nuclear spoils. I think this is a good idea, but I don't see it being implemented.


I know what you mean, but couldn't there be two options? Because I know people like this version of nukes, but I also know that there are many(like me)who would prefer a more strategy based nuke system.


Here's an even bigger game changing way of describing what you are saying:

-change the name of nuclear spoils to "meteor strike spoils" (After all, it is more like a meteor strike and less like the controlled attack one would get with a nuclear bomb, missile, or charge.)

-implement this suggestion as "Nuclear Spoils" (And, yes, your suggestion here is more like what people think of as nuclear.)

Now, there will be naysayers who will blabber that the programming for your suggestion will be difficult (if not impossible) but anything is possible, it will simply take a smarter programmer to do it. And I give kudos in advance to the programmer who takes the time to create this nuclear missile "Nuclear Spoils" game option.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Sun Feb 14, 2010 8:52 am
by CreepersWiener
I love the Nuke option the way it is, but it would be very cool to have the suggested option to also choose from!

I would say this:

1. Nuke territories with appropriate cards, and those territories are reduced to a neutral 1 army
2. Each adjacent territory to a nuked one loses all troops except for one, but that territory is still in that players control...a "sole survivor" option
3. Territories that you own, you actually find survivors and add them to your army, and that number could remain the same, which is two troops for a matching card

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Sun Feb 14, 2010 12:03 pm
by Queen_Herpes
CreepersWiener wrote:I love the Nuke option the way it is, but it would be very cool to have the suggested option to also choose from!

I would say this:

1. Nuke territories with appropriate cards, and those territories are reduced to a neutral 1 army
2. Each adjacent territory to a nuked one loses all troops except for one, but that territory is still in that players control...a "sole survivor" option
3. Territories that you own, you actually find survivors and add them to your army, and that number could remain the same, which is two troops for a matching card


Sounds like you should post a separate suggestion. Those posting here suuport the OP's idea to have a focused attack that isn't tied to the territories on the spoils.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Sun Feb 14, 2010 12:52 pm
by CreepersWiener
Queen_Herpes wrote:
CreepersWiener wrote:I love the Nuke option the way it is, but it would be very cool to have the suggested option to also choose from!

I would say this:

1. Nuke territories with appropriate cards, and those territories are reduced to a neutral 1 army
2. Each adjacent territory to a nuked one loses all troops except for one, but that territory is still in that players control...a "sole survivor" option
3. Territories that you own, you actually find survivors and add them to your army, and that number could remain the same, which is two troops for a matching card


Sounds like you should post a separate suggestion. Those posting here suuport the OP's idea to have a focused attack that isn't tied to the territories on the spoils.


Done.

viewtopic.php?f=4&t=109364&start=0

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Sun Feb 14, 2010 1:30 pm
by Jatekos
Queen_Herpes wrote:
iamkoolerthanu wrote:
Sir. Ricco wrote:This is a more logical approach to the Nuclear spoils. Who uses a Nuclear weapon if they can't control it. However with this implemented, you lose the chaos factor about the Nuclear spoils. I think this is a good idea, but I don't see it being implemented.


I know what you mean, but couldn't there be two options? Because I know people like this version of nukes, but I also know that there are many(like me)who would prefer a more strategy based nuke system.


Here's an even bigger game changing way of describing what you are saying:

-change the name of nuclear spoils to "meteor strike spoils" (After all, it is more like a meteor strike and less like the controlled attack one would get with a nuclear bomb, missile, or charge.)

-implement this suggestion as "Nuclear Spoils" (And, yes, your suggestion here is more like what people think of as nuclear.)

Now, there will be naysayers who will blabber that the programming for your suggestion will be difficult (if not impossible) but anything is possible, it will simply take a smarter programmer to do it. And I give kudos in advance to the programmer who takes the time to create this nuclear missile "Nuclear Spoils" game option.


I like the current nuclear option a lot. I don't like playing with huge stacks, and this option is just ideal to prevent that. However, I agree that meteor spoils would be a more appropriate name for this game type.

I also support creating a more controllable nuclear game type, if we can keep the current one as well.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Wed Feb 17, 2010 10:07 am
by PaulGT
I agree with lots of the suggestions here. Rename the existing Nuclear spoils option to Meteor spoils - it obviously has a following just how it is. Perhaps this is the first step, to get everyone used to Meteor spoils under their new name. Then you program Strategic Nuclear Spoils along the lines suggested here and leave it at least a few months before launch, to avoid confusion.

How about it guys!!!

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Wed Feb 17, 2010 3:24 pm
by Queen_Herpes
Great idea....keep posting improvements and get some traction on this idea.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Wed Feb 17, 2010 7:51 pm
by CreepersWiener
This is really the best idea of have read in a while. A more strategic version of nuclear spoils should be looked into and experimented with. If a strategic nuclear option is implemented...it would soon become my all time favorite option! (unless of course CC decides to make a Zombie Neutral option!)

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Thu Feb 18, 2010 3:40 am
by rutherfoo
Yeah, I like this idea, too.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Sat Feb 20, 2010 1:06 pm
by redpine
I would vote for the option where three spoils are turned in, one is selected to be nuked, and all territories adjacent to the nuked territory retain their previous owners but are reduced to a single troop. On large maps, this might actually make nukes good! It would also make nukes dangerous enough to be worth diplomatic negotiations.

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Mon Mar 01, 2010 3:46 pm
by Cobra108
GREAT IDEA!!!!!!

Re: NUCLEAR SPOILS - HOW IT SHOULD BE

PostPosted: Tue May 18, 2010 12:34 pm
by Queen_Herpes
This deserves some attention...considering Ninja Spoils and Poker Spoils. This change seems like it would fall in line with those suggestions as new game options.