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Nuclear Revamp

PostPosted: Sun Nov 20, 2011 8:59 pm
by KingBohica
I've never been much into the 'nuclear' setting, seems a bit too random to me. So, here's my suggestion: Rather than the current system of the territories that are on the cards being turned in getting nuked, allow a target territory to be selected. The selected territory has its armies reduced in the following way:

25% Reduction for Red Set
50% Reduction for Green Set
75% Reduction for Blue Set
100% Reduction for Rainbow Set

The territories on the cards turned in would then each receive a -2 'bonus', the opposite of what they get in other game settings.

Re: Nuclear Revamp

PostPosted: Sun Nov 20, 2011 11:07 pm
by crazymilkshake5
not a bad idea, but they couldnt do the -2 bonus, that would be quite a bit of programming

Re: Nuclear Revamp

PostPosted: Mon Nov 21, 2011 12:40 am
by greenoaks
not going to happen.

however, your idea could be developed into a fully fledged spoils version.

Re: Nuclear Revamp

PostPosted: Mon Nov 21, 2011 6:25 am
by KingBohica
greenoaks wrote:not going to happen.

however, your idea could be developed into a fully fledged spoils version.


Right, well it wouldn't have to replace nuclear, could be a its own thing. Either way.

Re: Nuclear Revamp

PostPosted: Mon Nov 21, 2011 8:48 am
by PLAYER57832
Its not a bad idea, but I think there are a lot of other suggestions that would do far more.

For example.. what ever happened to the infected nuetral idea?

Re: Nuclear Revamp

PostPosted: Mon Nov 21, 2011 11:16 am
by drunkmonkey
PLAYER57832 wrote:Its not a bad idea, but I think there are a lot of other suggestions that would do far more.

For example.. what ever happened to the infected nuetral idea?


I don't see the need to shoot down a suggestion because you believe better ideas exist. Don't worry - if this is accepted, it will go to the abyss of Submitted Suggestions to die with the rest of them.

Re: Nuclear Revamp

PostPosted: Wed Nov 23, 2011 9:10 pm
by KingBohica
crazymilkshake5 wrote:not a bad idea, but they couldnt do the -2 bonus, that would be quite a bit of programming


I don't see why, there are plenty of games that certain territories are -1 at the start of a turn, etc.

Re: Nuclear Revamp

PostPosted: Wed Nov 23, 2011 9:56 pm
by drunkmonkey
KingBohica wrote:
crazymilkshake5 wrote:not a bad idea, but they couldnt do the -2 bonus, that would be quite a bit of programming


I don't see why, there are plenty of games that certain territories are -1 at the start of a turn, etc.


Because there's a big difference between a territory that always has decay, and one that starts normal and then gets decay at some point in the game. At the current time, there's nothing like that in the game.

Re: Nuclear Revamp

PostPosted: Fri Nov 25, 2011 9:58 am
by KingBohica
drunkmonkey wrote:
KingBohica wrote:
crazymilkshake5 wrote:not a bad idea, but they couldnt do the -2 bonus, that would be quite a bit of programming


I don't see why, there are plenty of games that certain territories are -1 at the start of a turn, etc.


Because there's a big difference between a territory that always has decay, and one that starts normal and then gets decay at some point in the game. At the current time, there's nothing like that in the game.


Ok, but if there is code in place to add 2 troops to cards used already, why would it take so much programming to subtract 2 instead? Not trying to be argumentative, I just seem to be missing something here.

Re: Nuclear Revamp

PostPosted: Fri Nov 25, 2011 10:18 am
by anonymus
KingBohica wrote:
drunkmonkey wrote:
KingBohica wrote:
crazymilkshake5 wrote:not a bad idea, but they couldnt do the -2 bonus, that would be quite a bit of programming


I don't see why, there are plenty of games that certain territories are -1 at the start of a turn, etc.


Because there's a big difference between a territory that always has decay, and one that starts normal and then gets decay at some point in the game. At the current time, there's nothing like that in the game.


Ok, but if there is code in place to add 2 troops to cards used already, why would it take so much programming to subtract 2 instead? Not trying to be argumentative, I just seem to be missing something here.


lacks keybord is missing.. that is why most suggs takes forever to implement.. imagine having to write all that code only through "edit>insert character" using only a mouse..

but hopefully the revenues from Conquer Cup will be enough to buy a new one and then changing the old +2 to -2 should be easy as pie!

/ :?:

Re: Nuclear Revamp

PostPosted: Fri Nov 25, 2011 11:43 am
by drunkmonkey
Sorry, I somehow completely misread the suggestion. I thought you were asking for -2 each turn. A one-time -2 shouldn't be a big deal.

Re: Nuclear Revamp

PostPosted: Fri Nov 25, 2011 3:22 pm
by SirSebstar
if only i could say hell no and veto this....
hell no. the veto will have to wait for my love for genny.
no cosmetic surgery for genny!