Idea for a New Mode

Ideas for expansions and improvements to Defcon

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Peace and Love
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Idea for a New Mode

Postby Peace and Love » Sat Jun 09, 2007 5:15 am

Not sure if anyone's suggested this before but my idea is a Sudden Death.



Mode changes:

-Submarine nukes and bomber nukes are allowed by Defcon 4

-Defcon 4's duration is lengthened by three times

-At Defcon 5, All silos are forcibly placed into permanent launch mode.


It seems fun when I imagine it. Of course it'll throw off the game's balance quite a bit >__<
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Ace Rimmer
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Postby Ace Rimmer » Sat Jun 09, 2007 7:32 am

You might want to try orgazmo mode, basically accomplishes what you're looking for....

Here's a video of it in action...

First Half (52 mb!)
Second Half, End (42 mb!)

Large files but it's the game from beginning to end (from my perspective) zoomed all the way out (the whole time) at a decent resolution. Pretty intense.
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Postby LordSturm » Sat Jun 09, 2007 7:32 am

You DO realize it counts down... ie. 5 to 1?

DEFCON 5 - Passive, Placing units.
DEFCON 4 - Radars are activated, continue placing units.
DEFCON 3 - Ships may Fight, Fighters and non-nuke wielding Bombers take flight, no more placing units.
DEFCON 2 - Whateva. ( I forgot what goes here... )
DEFCON 1 - All Nukes can now be fired. ( All alert other players beside the bombers. )

Now ur suggesting Submarines be able to release nukes earlier, well i disagree with that, entirely.
Submarines are the deadliest tool, and should only be allowed in the very last phase.

If anything, you should be able to open one silo up and specify targets before DEFCON 1, BUT they only fire once DEFCON 1 is actually reached. ( Fore planning missile paths. )

I dunno, maybe fighters can be given nukes too. :P ( Kidding. )

A PREVIOUS "MODE" SUGGESTION, MADE BY ME:

An adaptive DEFCON mode, where the change in DEFCON is based around whats happening...
You are allowed to fly and move all units to start off with, but if you enter enemy air space, DEFCON is elevated, that sorta stuff, fire a nuke and DEFCON 1 is reached ( You need DEFCON 2 to fire one. )

You could work around it.
"Surely you didn't mean to press that button just then did you?"
"No, nor will i disarm the nukes."
"Oh well, I will have my Fighters shoot them down."
"Sure you will."
"Oh NOES, ITS BEEN PATCHED!!!"
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Ace Rimmer
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Postby Ace Rimmer » Sat Jun 09, 2007 7:33 am

LordSturm wrote:You should try Orgazmo, like Ace suggested.

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Postby KingAl » Sat Jun 09, 2007 7:36 am

LordSturm wrote:Now ur suggesting Submarines be able to release nukes earlier, well i disagree with that, entirely.
Submarines are the deadliest tool, and should only be allowed in the very last phase.


It's an idea for a mode, not really something you 'disagree' over - she's not suggesting it should always work like that.
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Postby Masaq » Sat Jun 09, 2007 10:59 am

Welcome to the forums, P&L. As you may have already noticed, it's a cynical place!
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Postby torig » Sat Jun 09, 2007 7:15 pm

Welcome to the forums P&L!

LordSturm wrote:
A PREVIOUS "MODE" SUGGESTION, MADE BY ME:

An adaptive DEFCON mode, where the change in DEFCON is based around whats happening...
You are allowed to fly and move all units to start off with, but if you enter enemy air space, DEFCON is elevated, that sorta stuff, fire a nuke and DEFCON 1 is reached ( You need DEFCON 2 to fire one. )


Adaptive DEFCON sounds good, but with figthers behaving oddly and responding to commands a bit late, you could accidentally breach the airspace of a neighbour.
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Postby OAM » Sat Jun 09, 2007 7:18 pm

Hey, sometimes real wars start over that...
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Postby DueAccident » Sat Jun 09, 2007 8:02 pm

I do like the adaptive idea for a game mode.
Hostilities push the defcon level up etc.
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Postby MikeTheWookiee » Sat Jun 09, 2007 8:11 pm

Reactive defcon levels... now that tickles my fancy. Would leave time for looooooong negotiations, and if done well, could make those last-to-place-before-dropping-alliance games even nervier when some imbecile on the other side of the world can change the defcon level by attacking someone else entirely for no good reason (that you know of).
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Postby snwcrsh » Sat Jun 09, 2007 11:22 pm

That could be really interesting. My spontanous thought:

Placement of Troops: Defcon 5
Defcon 4 is triggered as soon as any naval unit is moved, except for submarines as long as they are submerged
Defcon 3 is triggered as soon as any fighter goes in the air
Defcon 2 is triggered as soon as any bomber goes in the air
Defcon 1 is triggered when any bomber/sub/silo switches to Launch Mode

As being said, just a spontanous idea. Problem here is, that defcon 1 could be triggered very early... maybe a (configurable) time limit for Launch modes should still apply...
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Postby OAM » Sun Jun 10, 2007 12:34 am

Defcon 5: Game start

Defcon 4: Ships moved out of the countries waters. (allows plane launch)

Defcon 3: Any plane is launched (allows combat)

Defcon 2: Combat (allows nuking installations)

Defcon 1: Any installation destroyed (allows everything)
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Postby xander » Sun Jun 10, 2007 2:29 am

The advantage of the current system is that it prevents rushes. Imagine a player who sets up a couple of silos, starts moving some ships around, launches some fighters and nukes, and does it before anyone else can even place their units. It becomes a game in which the fastest person to place the most units wins.

In short:

zerg rush kekekekekekeke

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Postby shinygerbil » Sun Jun 10, 2007 2:46 am

"zomg"
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Postby OAM » Sun Jun 10, 2007 3:28 am

Maybe we should invent Defcon 6, and you must wait 10 minutes before Defcon 5, though I highly doubt that would go over well.

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