"ETA-to-Target" Counter for nukes
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- Phrage
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- Location: With a nuclear warhead aimed at Washington from my super secret Nuclear Bunker at 22 Pimpleton Ave
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I can completely see how a ETA could be rly useful. For instance I've planned brilliant attacks only to have them thwarted as the nukes were so far apart. Maybe its just experience but how would showing how many seconds it would take the nuke to hit the target when targetting ruin or damage the game?
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mxlm wrote:ETA to target, while close to what the game needs, is not it. What the game needs is a tool for coordinated, Time-on-Target attacks from multiple launchers (bombers/subs/silos).
No offense, but I think that's a dire idea. While we're at it, why not just add a tool that does everything for you, so that you don't need to play at all?
Timing your attacks, in my opinion, is part of the challenge of the game. Removing this challenge would detract from the game - simple as that.
The idea that the thread initially put forward - an ETA to target counter - isn't as bad, since that would still leave the player with some work to do. I don't envision it being implemented, though... it would look nice, but I doubt the developers want to simplify their game.
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- level0
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"No offense, but I think that's a dire idea. While we're at it, why not just add a tool that does everything for you, so that you don't need to play at all?"
They already have that, it's the rolling demo.
They should make it so you can do a coordinated attack with a fleet of subs. Basically you can either tell each sub individually or can use them as a group. That might be a bit over powered though as you can't possibly shoot down all 5 nukes at once.
They already have that, it's the rolling demo.
They should make it so you can do a coordinated attack with a fleet of subs. Basically you can either tell each sub individually or can use them as a group. That might be a bit over powered though as you can't possibly shoot down all 5 nukes at once.
- Lionel Mandrake
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I'd support this, but only as an optional server thing. It'd just add a little bit more atmosphere to the simulation, I'm certain. Or, instead, I have a better idea...
Have a timer on the warheads when they're in flight, but not before they're launched. Keep your mouse cursor over it and watch the countdown!
Have a timer on the warheads when they're in flight, but not before they're launched. Keep your mouse cursor over it and watch the countdown!
- Hegemon Hog
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- Location: Seattle, USA
Phrage wrote:I can completely see how a ETA could be rly useful. For instance I've planned brilliant attacks only to have them thwarted as the nukes were so far apart. Maybe its just experience but how would showing how many seconds it would take the nuke to hit the target when targetting ruin or damage the game?
Supposedly because it makes coordinating attacks too easy. I just don't see it though. I don't think it would help that much, especially if there's no counter for nukes already in the air (as I misunderstood in my earlier post). To use this feature effectively, you would need to be constantly watching the clock to see how many seconds have passed since you launched the last nuke so you can time the next one perfectly. This doesn't sound fun to me.
How about this instead: Show the proposed missile trajectory path when you hover over a potential nuke target? This would accomplish something similar in that you would be able to better estimate simultaneous attacks (but you're still estimating yourself, without a clock). Plus, you would never be surprised by unexpected curved missile detours into unfriendly territory.
mxlm wrote:Timing your attacks, in my opinion, is part of the challenge of the game. Removing this challenge would detract from the game - simple as that.
It's part of the challenge of the user interface. I'd rather be challenged by the other players than the GUI.
That's a fair point, but there's a difference between an accessible GUI and total automation. If everyone had a GUI that could launch a perfectly simultaneous nuclear attack on whichever target you picked, from multiple sources, at the push of a button - I'd then be inclined to think that you were being challenged by the other GUIs, not the players.
- LordSturm
- level4
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I'd think of it as 3 digits, counting from 999 to 000 where its actually 100.0% ( then ) 99.9% to 00.0% ( or 0% )
Because if you take into account the various game speeds, seconds would have to be recalculated every speed change, and it would be hard to consider in comparasion.
Therefore a percentage countdown would be appropriate!
Because if you take into account the various game speeds, seconds would have to be recalculated every speed change, and it would be hard to consider in comparasion.
Therefore a percentage countdown would be appropriate!
- Lionel Mandrake
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Well, make the timer only when the missile is in flight - on mouseover - and it will add atmosphere without changing gameplay! Besides, how much more tense will it be to see the interceptor missiles swarming around your nuclear warhead and seeing the time ticking down agonizingly slowly as it nears a juicy target?
- LordSturm
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Yes, on mouse over, that sounds about right. ( Or when selected? )
Or a mini timer could decide to appear when the nukes came within 10% of its distance to travel.
Or a mini timer could decide to appear when the nukes came within 10% of its distance to travel.
"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!!!"
"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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