Mutually Assured Destruction: Thermonuclear war

Mutually Assured Destruction: Thermonuclear war

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Mutually Assured Destruction: Thermonuclear war

Post by BlackLiger »

Ok, this is more or less my "I'm gonna ramble, post unit pics when I get the bloody things done and bitch about making the bastard thing work...

So nothing different to any other mod thread :P

But yeah, I'm more using this as a 'portable' checklist for myself, since I can access it anywhere. So feel free to ignore this till the "We have a release" post :)



There are 2 factions, though both are the same apart from their specialised units. They look different, though.

Ok. All structures cost metal. All units and nuclear missiles cost energy.


Generic Buildings:

Capital City (commander)
Produces energy reasonably fast and slowly produces additional metal to build structures. Builds cities, major cities, silos, navy yards and bases.

Silo
Provides anti air and anti nuke fire. Can be switched to fire IBCMs with nuclear warheads.

City
build anywhere, costs 'metal' (till I rename the damn resources). Produces energy rapidly. Can build Silos, cities, major cities, navy yards and bases.

Major City
Build on Thermal Vent. Costs lots of metal. Produces energy fast and metal slowly. Can build Silos, Cities, Major Cities, Navy Yards and Bases.

Base
Build anywhere. Produces all ground and air units.

Navy Yard
Build anywhere, produces naval units.


Generic Ground Units:

Tank
Tanks are direct combat units with a short range. They are powerful, and reasonably fast.

SRBM Launcher
Artillery unit. Can launch either a standard HE missile that does lot's of damage, or a short range nuclear missile (loaded by stockpile. Switch unit to "On" to fire SRBM Nuke. SRBM nuke can be intercepted by silos)

SAM battery
Shorter Ranged than a silo, can fire anti aircraft missiles. Has to be stopped to fire.



Generic Naval Units

Submarine
Can sneak up to shorelines (only carrier/other sub sonar can pick them up. Sonar also reveals sonar user) and launch SRBMs. Also kills battleships with torpedos.

Battleship
Anti surface and anti air naval vessel. Strong armoured. Cannot detect or fight submarines.

Carrier
Repairs and rearms aircraft. Can detect submarines and use depth charges to kill them.


Generic Aircraft

Interceptor
High speed dedicated air to air fighter.

Fighter/Bomber
Multi role aircraft armed with both air to air and air to ground missiles.

Bomber
Armed with anti surface/ground missiles, and can stockpile a single nuclear SRBM.



Faction Specific Units

WESTERN:

Stealth Bomber
Exactly the same as a bomber, except invisible to radar and cloaked until firing.

Missile Sub
Similar to a submarine, but capable of launching short range cruise missiles to take out carriers.



EASTERN:

High Speed Bomber
Like a bomber, only faster. Can keep pace with interceptors.

Nuclear Artillery
Can fire a nuclear shell, which cannot be intercepted by anti nuke defences. Extreemely slow, weak and expencive.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Mutually Assured Destruction: Thermonuclear war

Post by Guessmyname »

Sounds like fun!
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Re: Mutually Assured Destruction: Thermonuclear war

Post by Foxomaniac »

Sounds like Introvision's DefCon to me - except moar complicated and bettar.

Possibly contains win.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mutually Assured Destruction: Thermonuclear war

Post by KDR_11k »

Foxomaniac wrote:Sounds like Introvision's DefCon to me - except moar complicated and bettar.

Possibly contains win.
I think that was the intention.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Re: Mutually Assured Destruction: Thermonuclear war

Post by BlackLiger »

Yeah, that was the intention. I already have a silo script that I can adapt, provided kindly by Saktoth, who is busy on CA and so can't find the time to make his planned version.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mutually Assured Destruction: Thermonuclear war

Post by KDR_11k »

BTW, there already is a game called Mutually Assured Destruction out there and it's about lobbing nukes at each other and building space-based antinukes and stuff.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Re: Mutually Assured Destruction: Thermonuclear war

Post by BlackLiger »

:P where do you think I loaned the name from.

Used to own a copy. Was a reasonable game, if a little too buggy on dual core for me to play it any more.
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Mutually Assured Destruction: Thermonuclear war

Post by Pendrokar »

Foxomaniac wrote:Sounds like Introvision's DefCon to me - except moar complicated and bettar.

Possibly contains win.
IntroVersion!!! I was expecting more from DefCon. In Spring I don't know if it would work!
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mutually Assured Destruction: Thermonuclear war

Post by bobthedinosaur »

do you need help?
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Re: Mutually Assured Destruction: Thermonuclear war

Post by BlackLiger »

I wouldn't mind help. I'm no texture artist, and my modeling isn't that good. Frankly,this is the first spring mod I'm trying to make. So yeah, if you could help, sure.
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