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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 1:55 am 
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#2 people, attacking units have to land on the colony, they just cant stay

option #3 make it where you occupy the colony

we shouldnt even be voting.when you play multi player, you have to be aware of 3rd and 4th party involvement

3rd person spies. next someone will cry and try to change the spy system. a 3rd party spy can make spy attacks


Last edited by xtthx on Mon Jun 13, 2011 2:22 am, edited 2 times in total.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 2:09 am 
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Option 1. Nukes should only ever affect defending units, never attacking ones.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 2:19 am 
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daydar wrote:
A NUKE IS A NUKE EVERYTHING IN THE IMMEDIATE AREA SHOULD BE EFFECTED ..EVERYTHING
stonie smurf daydar

I completely agree. A nuke should hurt everything.


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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 2:32 am 
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Option two. Already nukes are incredibly unrealistic, nukes (Or "missiles") cannot distinguish targets, its a weapon of mass destruction, not a weapon of 'Some what limited, but potential mass destruction'.

When attacking, its the risk you run. There are always nukes flying, you'r continually ducking and dodging.

I do not see WHY this is a cause for the nuke mechanic to be changed? As I said, they are already stupidly unrealistic. Getting caught by a nuke like that is just damned hard luck, although, its my opinion that this complaint is misdirected, this is a game play fubar and not a game mechanic fubar.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 2:55 am 
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In my opinion, #2 is more realistic and is the better choice. In real life (although this is a game) if an attacking army goes into an enemy area being nuked, I doubt that they won't be affected because they were attacking. "nukes" are made to destroy units and etc. I'm guessing even attacking ones. Perhaps it really isn't a mistake, but more or less another strategy to take down enemy units.


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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 2:59 am 
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Although I prefer the option 1 as it stands.. Option 2 is more realistic and should require players to better come up with a strategy when they're nuking and paying attention to shields more often.

One question however, would say 50 squads get affected if they're 1 eta stuck on a shield get hit by the nuke effect? There should be some sort of reduction of how badly you get effected when you nuke a colony that has shield activated and incoming squads are 1 ETA.


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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 4:07 am 
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Option 1 for me, only the defending units should be affected

Option 2 makes it more realistic u say? Maybe we should cancel the shields too than? That aint realistic either..

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 4:35 am 
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Quote:
-Players may get frustrated losing units if they attacked with the nuke on the same ETA and changing it(Option 2) may be too big a "shock".


What do you mean? You mean if I land with a nuke, into a bunch of units, my units will die too?!

As for nukes being realistic, this is a game, so I guess a bit of innovation is allowed, the nukes dont really need to function the way they do in RL :). Nor do countries shield lol.

If option 2 is implemented, then you should be able to ion ANY nuke to ANY target. There shouldn't be a game mechanic, without a counter. Only units parked on an outpost, and then escaping should be affected by nukes, if they are 1 tick away. As for squads returning from colonies, they shouldn't be affected just because colonies could shield, and get the squads stuck on a shield, letting the nuke get closer. Turning the attack, and then relaunching etc is not economical especially when it is say a 400 squad attack. Why would someone keep wasting oil, and why should we let nukes hit, and then let squads recover HP, before engaging them if we spent resources for nukes already? That would mean we dont take full advantage of a nukes capability, and any game mechanic that forces that is wrong. Secondly as stated above, if you cant ion the nuke, you shouldn't get affected. That is rendering a team incapable of doing anything about such situations.

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 5:09 am 
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1 no doubt .. .....

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 Post subject: Re: Community Feedback Needed: Nukes
PostPosted: Mon Jun 13, 2011 5:13 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.

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