Cavemen and nukes.

Cavemen and nukes.

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.

Moderator: Moderators

Post Reply
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Cavemen and nukes.

Post by Noruas »

I had a dream of a mod for spring :? and i i thought i would share the idea, and any comments or other ideas based on this is welcomed.

This mod is based around the idea that somewhere in the near future, that nuclear warfare has taken place. Due to being so many nukes, civilization is on the brink of annihilation. However, everyone who started the war is dead, and there are so many nukes left that its idiots with tribes guarding nuke silos trying to kill any possible other tribal threat.

There is no idea when the nuke holocaust began, but its your job is to finish it and stand in your opponents glass crater.

Every race will start off with a nuclear silo, five worker peons and an alpha male. (I am assuming there would be humans, humutants, and apes like planet of the apes motherfucker.) When you start the game there would be two methods of victory, destroy them, or nuke them.

Three resources: Population, Uranium, and... and... Food.

Population, to create population you need attractions, this could be restaurants, whore houses, and libraries. Restaurants, probably would be the only population bringer that needs food. Whore houses would require some population to build, and the more your population is near maximum, the more efficient at making population, meaning using all of your population, whore houses will not be in business. Libraries take time to build, and give steady income of population no matter what. Nuke Silo always brings people in, so it adds to population growth. To have a healthy amount of people coming in, have food, people to have sex, and education, and never draft. :D

Uranium, the most important resource in the game. Getting 100 uranium and then waiting 10 minutes and you get one missile of ass kicking. If you don't want to invest in that you could hire elite units that have uranium imbued weapons. To get uranium you must build mines. It takes population to build mines, and population growth slows when mines are active. if your enemy uses no uranium mines, you may be overwhelmed.

Food, the most unnecessary resource in the game. With food you can buy everything. Not really, but you need farms. Farms make lots of farms, with farms you make food. With food you can run restaurants. Buildings cost food, to feed the builders, it costs food to hire, it costs food to maintain troops! The more troops you have, the less food you will have, less restaurants running, and then less population production. Food requires space and territory. Farming is free somehow. Farms "chain explode" they catch fire and spread, so space your farms.
So remember, for population, you need food, and if you sacrifice population, you get uranium, if you fight with bare hands, you need food, and it also hurts your potential population growth, unless you only make libraries, in which case your a dork.

I could have went on but i woke up. maybe if anyone is interested i can make up the unit designs and such. i dont really care.

Edit: Oh and i forgot you can collect wandering animals, wild females, or deposits of uranium, *any unit who collects the uranium dies*
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Cavemen and nukes.

Post by SeanHeron »

Sounds like you have the right mindset to collaborate with Picasso on Journeywar :D.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Cavemen and nukes.

Post by Gota »

Image

I hope it was fun.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Cavemen and nukes.

Post by CarRepairer »

User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Cavemen and nukes.

Post by Wombat »

Fallouttttt <3

shooting children <3

wild females <3
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Cavemen and nukes.

Post by PicassoCT »

i liek this idea- and dont forget that not just fallout is post nuke, he can get inspired by stalker , madmax, all those good old apocalypso-roadridermovies.

You could even add a real x-raydamage, so every nuke "cuts" a circle out of the map, transforming it into only shorttime surviable glasscraters. And dont get dishearted by the conserccrowd, the very same voices laughed when starcraft claimed to have 3 balanced species, when the first plane crashed and the first car drove there horses wild. Haters gona hate.
Post Reply

Return to “Game Development”