Verified:

llaar Game profile

Member
11,314

Sep 7th 2011, 14:59:32

so i sent a nuke and killed off 900 acres. then i cruise'd a diff country, and destroyed about 100k units (they were 11 mill NW). that is completely not equal. that was 5% of the one guys land, and if i calc right about 2% of the other's military.

nukes should have less initial damage, but their DR rate should be reduced, so they are useful for longer. like instead of going from 5% to 0% in 100 hits, go from 4% to 1% in 100 hits. not really sure how that formula works...

cruise missiles should be able to target things. ie. you can target barracks or airstrips or tank facilities. and it should start at 5% damage. that would actually make them tactfully useful i think

Edited By: General Earl on Sep 27th 2011, 1:43:30. Reason: categorized

iZarcon Game profile

Administrator
Game Development
2150

Sep 7th 2011, 15:30:45

i think you'll find that missiles power is relative to your own country. so if u have very little military, a cruise will destroy very little. same idea for chem/nuke.

Not sure what their max destruction is tho.
-iZarcon
EE Developer


http://www.letskillstuff.org

Marshal Game profile

Member
32,589

Sep 7th 2011, 16:19:30

wiki: Expressed in words, if the attacker has enough military units, the missile will destroy 1% of the defender's military. If the attacker does not have enough relative military to get maximum returns, the missile will only destroy 3% of the attacker's military.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

diez Game profile

Member
1340

Sep 7th 2011, 16:19:45

keep in mind that cruise also decreases the target's readiness by 2%. That's like killing enemy breakers' turns if done right.

Marshal Game profile

Member
32,589

Sep 7th 2011, 19:58:50

if its above 79% but if its under 79% then drops 1%.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

Mapleson Game profile

Member
298

Sep 7th 2011, 20:06:15

Nukes are 5% until you reach the minimum of 10a (did they keep that in EE?) at 200a. 90 sucessful nukes will take a 20k country down to 200a, where 20 SS/NM will finish the land kill.

I believe what you are suggesting is to change the formula from linear decay to logarythmic decay. Something along the lines of
AcresDestroyed = = 10 + 10*log(LAND,10)^3 + 10*log(LAND,10)

A quick comparison and you destroy less land in the first 12 hits, but more culmative after that. It'd need more tweaking as 37 nukes is enough for a land kill, but it's the general idea.

Cruise missiles more insidious. 110 sucessful EM will reduce a country to 1/3 military units and 24% readiness. Making the break 18% of the original (assuming the old 1/3 readiness reduction below 70%). If you were to double only the destructive power and make it unit specific, 20 EM would take a country down to 66.7% units and 65% readiness or ~45% of the former break, while 110 EMs would take the break down under 5%.

5% destruction on EM is overwhelming. 15 sucessful EMs would reduce military units to 46% and readiness to 70% making the break 32% of the original. 30 EM would reduce it to 21% and 55% readiness or 14% the original break. If this were possible, you wouldn't go to war without maxed SDI.

Marshal Game profile

Member
32,589

Sep 7th 2011, 20:12:13

redines drop by cruises stops at 27%.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

synoder Game profile

Member
1664

Sep 8th 2011, 0:49:47

your defensive readiness doesn't go below 70% strength. So having 20% readiness is the same as having 70% readiness for defensive purposes.

I would like to see ems destroy more sdi rather than more military.

diez Game profile

Member
1340

Sep 8th 2011, 2:22:18

But if you drop cruises well, the cruise dump will have to spend 24 turns uselessly to get readiness up. That's 1/3 of your daily turns killed.

UBer Bu Game profile

Member
365

Sep 8th 2011, 2:26:26

Adding a random bioterror element to EMs could give them more utility against potential stonewallers.
-take off every sig.

Scorba Game profile

Member
666

Sep 10th 2011, 12:58:28

I like the idea to change nukes, I would also like to see it possible to kill someone using them again.

Changing Cruise around would make them more interesting as well.

trainboy Game profile

Member
760

Sep 13th 2011, 18:23:44

i once proposed sdi being an electronic defence that meant that EMs could pass through every time as an eletro magnetic missile shouldnt be stopped by electric defence

Marshal Game profile

Member
32,589

Sep 13th 2011, 19:59:23

and chems waste should go thru of electric defence.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....