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How should nuke strike damage be handled?
Poll ended at Mon Jun 20, 2011 12:32 am
Option 1 - Parked & Escaping squads only affected by nuke blast 56%  56%  [ 182 ]
Option 2 - Parked & All squads within 1 tick distance affected by nuke blast 39%  39%  [ 126 ]
I don't like either option 5%  5%  [ 17 ]
Total votes : 325
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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 5:33 am 
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Being able to ion any nuke will render nukes completely useless. If i didnt have enough E, id just ask a friend in another alliance to ion it for me. Thats why you cannot ion nukes that are not aimed at your alliance.

Ofcourse a shield is not realistic, beacuse they donot exists in real life, so how can it be?

A nuke however, does exist. So it can be realistic.

Messing with the nuke mechanics is totaly needless, jsut beacuse one allaince made a mistake and cried foul. One of my nukes hit my own alliance a few days ago, boohoo I messed up, now change the nuke mechanics to cover up my gross incompetence.


Your first point is right. That is why option 2 is wrong. And option 1 is right.

Now even nukes aren't realistic here. If a nuke hits an outpost, then the whole outpost should be destroyed along with whatever units are there in it, since today a nuke can be THAT powerful. That is more realistic. So if a 1000 squads are there then destroy the 1000 squads and make nukes deadly. Maybe increase the cost of launching one, to 200 E per nuke or whatever. lol. As it stands, today, we have like a zillion nukes launched in battle. If you are not gonna use their full capability, for example if option 2 is implemented, and I launch 2 ticks after the nuke hits (since I cant be 1 tick away and get damaged), the enemies squad will recover. Why should I let that happen? When my nuke for which I spend E and Oil, can reduce the enemy's HP to 1, I should be able to capitalize on that.

Now I am not sure if you are completely in tune with what actually happened on the Earth world. We attacked a colony, conquered it and were returning, and the nuke hit the colony. The nuke was sent by one of our friendly alliances. So we couldn't ion the nuke. That damaged our squads as well. Which is not right. Are you telling me there should be a game mechanic that has no counter? I'll go ahead and call that bull.

Now as for as your nukes hitting your squads goes, you yourself have said that its gross incompetence :D So of course you aren't gonna get a change implemented for the nuke mechanics. But it wasn't the same in our case. We just couldn't work around that situation.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 5:53 am 
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mfreak wrote:
Your first point is right. That is why option 2 is wrong. And option 1 is right.

Now even nukes aren't realistic here. If a nuke hits an outpost, then the whole outpost should be destroyed along with whatever units are there in it, since today a nuke can be THAT powerful. That is more realistic. So if a 1000 squads are there then destroy the 1000 squads and make nukes deadly. Maybe increase the cost of launching one, to 200 E per nuke or whatever. lol. As it stands, today, we have like a zillion nukes launched in battle. If you are not gonna use their full capability, for example if option 2 is implemented, and I launch 2 ticks after the nuke hits (since I cant be 1 tick away and get damaged), the enemies squad will recover. Why should I let that happen? When my nuke for which I spend E and Oil, can reduce the enemy's HP to 1, I should be able to capitalize on that.


Scaling the cost of a nuke launch to 200E from 25E would mean the ion would then need to cost 1,600E. If nueks become expensive to launch, it should be jsut as expensive to destroy them.
mfreak wrote:

Now I am not sure if you are completely in tune with what actually happened on the Earth world. We attacked a colony, conquered it and were returning, and the nuke hit the colony. The nuke was sent by one of our friendly alliances. So we couldn't ion the nuke. That damaged our squads as well. Which is not right. Are you telling me there should be a game mechanic that has no counter? I'll go ahead and call that bull.


No,I am not intune with what happened exactly, thank you for the insight. I still, however, maintain that you chose to let the nuke damage your units so you must suffer the conesquences. You saw the nuke, so you had a chocie, turn around or keep going and get hit by the nuke. It was still your choice, so you are to blame for the result, not the game mechanic.

mfreak wrote:
Now as for as your nukes hitting your squads goes, you yourself have said that its gross incompetence :D So of course you aren't gonna get a change implemented for the nuke mechanics. But it wasn't the same in our case. We just couldn't work around that situation.


It was the same, there was a mistake made that hurt you. I made a mistake that hurt us. Both the exact same.

This is all fools play, one team makes a mistake so its a call for the mechanics to be changed, its folly.
Every team knows to be aware of nukes, both friendly and hostile. Giving nukes the intelligence to distinguish between targets is dumbing the game down and making it easier for no other reason than some players find it to hard.

'If it aint broke, dont fix it'

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 6:07 am 
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Option 1. If I can't ion it shouldn't be able to hurt me.

Simple.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 6:16 am 
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I hvnt read everything Andrew said.
Just option 1 & 2.
and i would have said option 2 cause it would been logic and easyer for everyone if u just hold in mind. Nuke means ALLunits that will be That tick the nuke arive is on that outpost will be hitted and killed 10% of the soldiers and down to 1hp.
and all those 1 tick away down to 1hp.

i think that option 1 would only make it much harder for the noob alliance's to.

only thing i would say option 1 is IF we talk about a 3th team sending nukes.
(like this >)
we got 3 alliance's. Alliance A, B and C
alliance A attacks a colony from B. its 3 ticks away and the 12 tick shield.
the outpost that alliance A attacked from is taken by B.
and when there only 3 ticks left on the shield. (will mean in 6 ticks when the squads are back on there outpost)
alliance C sends 5 missles/nukes to that outpost.
and alliance A isnt able to ion them cause its now outpost B. and it are C missles XD
> can be done with sub's...

(i dunno if its full of crap what i just said, just a way how it could go... i never been in such situwation,.. so if it dsnt work like this tell me :P)
but if that is able to do. so alliance cant Ion the missles at all. THEN i would say we must go with option 1.

if not.. then we must just go for option 2, what kind of excuse is it to say : Yea i dont have energy. thats that alliance's problem.. (might be a problem on a solo world)

but if this true. and it does work like that, that u cant ion missles cause a 3th team is sending the missles.. then its easy for all of us.. that if a rank 1 alliance is attacking the Rank 2 alliance. that we all first take down the silo's before we go after the colony's Right ???

option 2 makes it for all of us harder.
and thats just what we need. not the team with the biggest army wins.
but the team with the biggest mind & brains wins.

Its a Stratagic game. not some game we wake up. drink some coffie. send some squads. and the game is done and u celebrate with a rank 1


(agree or disagree. im not a Pro in battledawn so just say what i think)


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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 6:20 am 
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I personally think a 'in-between options' could be more conservative. If units Moving to the base Can can see the nuke... then they should Wait 1 Tick, then Continue to the base ( Thus removing the whole need to damage them )

Scenario. Player Red is attacking Player Blue, Player Green is going to defend.

Red is sending 1 Nuke Eta Tick 788
Red is sending 60 Archers, Crushing, Horse Eta Tick 788
Player Blue has 100 Inf, Slashing , Range
Player Green Is sending 90 Heavy, Crushing, Range to defend Eta Tick 788

---
How it should occur,
---
Tick 787 - Player Red's Units see the nuke, and a delay of 1 Tick Is Created. So ensure they are not within nuke range
Tick 787 - Player Green's Units see the nuke, and a delay of 1 Tick Is Created. So ensure they are not within nuke range
Tick 788 - Nuke Hits Player Blue, Blue loses 10 Units, remaining units have 1HP
Tick 789 - Red Lands at blue base
Tick 789 - Green Lands at blue base
Tick 789 - Normal Battle simulation occurs. Blue and Green Defend successfully.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 6:29 am 
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Ok, so now I'm going to give my opinion and it might be a bit wordy. I like to type, but I"ll try to stop myself from making this too long winded.

Of the two choices that were given I feel that they both present a different set of difficulties that will arise and cause even further discussion about the system itself. Of the first option, like someone previously said, the person being targeted could take their troops and click on an outpost next to them and wait a tick and then bring them back to give them returning status. Now, if wording is key here, then this might be avoided. Since it states units that are leaving the target in a "returning" status will not be affected. Doesn't say about approaching targets in a returning status. But I can see why people say "If I can't ion it it shouldn't hurt me." Although I disagree.

It's a nuke, it's a weapon of mass destruction. It'd be like stationing troops on the outskirts of Hiroshima and Nagasaki when the Atomic Bombs were dropped. Just doesn't make sense. I agree with the second option more than the first. And as from Allens point of the units regenerating before his units would get there: As far as I know, Units don't regenerate all their health in a single tick, if they do then this should be changed. Perhaps so many HP per tick. So the attacker still has the advantage if they were to fly two ticks behind the nuke instead of one.

Also the point about the shield. You attack, person has a shield your attacking units are now stuck behind. A nuke hits while shield is up, what should happen? Perhaps allow units one tick out from a shielded colony to take less damage, so the shield can act like a buffer between the 'explosion' and the squads themselves. Like taking the proverbial edge off of the attack.

Now I could go into more usages, but that would involves spies and they are not the topic of discussion. So, I'll end my point of view here, saying that number 2 is the option I pick. Nukes should kill indiscriminately.

*Edit: Noticed a typo.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 6:44 am 
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You people are voting and have no idea what you are voting on.

The issues is that I can attack a colony and if a nuke hits the colony 1 tick after I conquer it, my squads get hurt. That is wrong because I can't ion it, so option 1 is better for us.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 6:56 am 
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psg188 wrote:
You people are voting and have no idea what you are voting on.

The issues is that I can attack a colony and if a nuke hits the colony 1 tick after I conquer it, my squads get hurt. That is wrong because I can't ion it, so option 1 is better for us.
Thank-you. -.-

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 7:00 am 
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I think the issue has evolved since it's start.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 7:34 am 
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No it hasn't.

Option 1: Squads with returning status are NOT counted among those hurt by a nuke given other criteria are met.

Option 2: Squads with returning status are counted among those hurt by a nuke given other criteria are met.

That's really all I need to hear. Should a nuke I can't ion be able to hurt me? No. So vote for Option 1.

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