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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.
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.
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.
Army of GOD wrote:I joined this game because it's so similar to Call of Duty.
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
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.
Army of GOD wrote:I joined this game because it's so similar to Call of Duty.
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.
Army of GOD wrote:I joined this game because it's so similar to Call of Duty.
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