Armageddon Counter, Nuclear Weapons, and flea spam

Armageddon Counter, Nuclear Weapons, and flea spam

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NeOmega
Posts: 64
Joined: 15 Dec 2010, 11:06

Armageddon Counter, Nuclear Weapons, and flea spam

Post by NeOmega »

I played a mod for civilization called "fall From Heaven" and it had an armageddon counter that kept the late game interesting.

I think it would be a good idea if the Armageddon counter for Spring were implemented something like this:

For every nuclear missile, exploded or intercepted it the counter would go up 5 points
For every tactical nuclear missile, the counter would go up 1 point.

Call it "The Geiger Counter" if you wish.

Once it hits 101 pts, all units start to suffer 1 hp damage per second.
As it continues beyond 101, the damage gets more severe. For example, at 125, units would lose 25 pts per second. That would mean fleas would have a life expectancy of about 10 seconds.
This could really bring a nuclear war feel to the battlefield, and it would start to eliminate scout spam, since most of them would eventually start dying before reaching their destination.

It also would be cool if there could be a mist/haze effect that would get thicker and thicker, until at 500 it completely obscured the battlefield. (I am not sure mathematically at what stage it would be impossible to keep a commander alive, but I am sure it is far below 400 pts per second damage, because even healing bots would die too quick, nanos would not last a second.)
gajop
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Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: Armageddon Counter, Nuclear Weapons, and flea spam

Post by gajop »

ok, so write a mutator for it, release it and see if it gets played; shouldn't be too hard
NeOmega
Posts: 64
Joined: 15 Dec 2010, 11:06

Re: Armageddon Counter, Nuclear Weapons, and flea spam

Post by NeOmega »

gajop wrote:ok, so write a mutator for it, release it and see if it gets played; shouldn't be too hard
I failed coding in college. :P
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: Armageddon Counter, Nuclear Weapons, and flea spam

Post by PicassoCT »

Now is your personal 2nd-chance to undo the phail of olden times. The idea is good, but everyone here, who is coding, allready has a goood idea.

So grab yourself knorkes tutorial mod, and learn to write a gadget. It might take some while, and the water might seeem cold at first, but its better to lurk with a idea, and die of thirst.

Come on, it really wouldnt be so hard. Just take one of the existing gadgets, delete everything out the is synced, and add the function that intercepts weapons explosion. Grab those who are nukes, count them.

Now if the amount you desire is reached, you set every unit on the bfs hitpoints to minus 1 per second.

Its really easy. And hey, i tried to learn C 2 times, and phailed before finally getting it, so no ueber heroes here. We wouldnt demand from you to build a super collider or something like that. Just the proof that you tried. If you trie, we will help you. If you dont, you wil be just another one of thousand wandering souls on the intertubes with a great idea, but no will (definatly not the skill) to realize it.

Your decision:
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