| Monday, September 25, 2017 - 02:39 am |
Just a thought but........
How about Bioweaponry? (Like diseases,mutants,monstrosities,ect.)
| Monday, September 25, 2017 - 03:32 am |
How would they work? What would they bring that is not currently in the game? Is there a danger that there is enough complexity in the game already, that adding even more weapons is too much?
This suggestion needs more development. You might as well ask "how about unicorns, dragons, or wizards".
| Monday, September 25, 2017 - 04:44 am |
I want train tracks.
| Monday, September 25, 2017 - 06:30 pm |
It would be like how a chemical missile does damage exept it can grow and spread in numbers.
The death toll would be high given enough time.
| Monday, September 25, 2017 - 11:29 pm |
So, what would not give it time? Can my hospitals do something? Also, I am not convinced this is interesting enough for an addition yet. I am not adequately excited.
Heisenberg, you have train tracks. You country should show exactly how many miles of track you have. You simply lack any trains..
| Tuesday, September 26, 2017 - 06:28 pm |
With enough health index it could be solved quickly
Im still thinking the process though
| Tuesday, September 26, 2017 - 06:45 pm |
But I want em to move on the map....and don't skimp on the choochoo smoke.
| Wednesday, September 27, 2017 - 10:57 pm |
How about bio trains? They are like twinkees, sims eat and die and destroy entire populations if you buy them, though they dont consume any other food products!! Main ingredident will be instead of cream, corn, nothing but corn in there stomachs and there shit, they can sift through each other feces and eat the corn out of it!! amazinng!! also make an "organic" bio train that already features failed to digest corn inside already. To let you know they also vegan
Bio trains!!! Corn for re-consumption!! Serious stomach problems!!! recycling!! whew!!
| Thursday, September 28, 2017 - 01:40 am |
That escalated quickly. LOL
| Thursday, September 28, 2017 - 04:07 am |
Thats a good idea.......
Like poisoning a country before you attack you mean.
| Thursday, September 28, 2017 - 04:41 am |
Yeah i have seen some effects of one eating lots of corn!!! amazing really. Belly full of corn like a cow. Though really i believe eating corn is good, just so you can feed your shit to cattle, kind of like a compost thing, then they can shit corn to.
But it is also a bio weapon, a biotrain a twinkee mixed with a poopturd filled with corn and makes you gag out your guts when you eat the corn. Would be a top seller at any simulated grocery store.
Its a good thing. That, those, a missile filled with biowaste more specifically containing: raw sewage portapotty included, used feminine products, used condoms, used diapers, smoked ciggerete butts, used drink containers, left over/spoiled food products, dental/surgical waste, animal care/surgical waste, used syringes with random traces of various chemicals, and toxic molds. That would be kind of an effective tool. Recycling at its finest!!! Really taking things that arent good, and making them a good thing for someone else! like companies that can profit off recycling it!! what a good thing. Honestly though is a good start for a bio weapon in game! as there is some one that stuff you can already buy on the market!
well maybe just the food products. But its a start!
| Thursday, September 28, 2017 - 04:50 am |
Strategic ShitCorn Bombs
| Thursday, September 28, 2017 - 07:00 pm |
Bio weapons are complex as the damage should spread across borders and hit countries that are not involved in the war.
We had that with some nukes but scaled it down as peaceful players were hit.
If we limit the effect to the country itself, than these weapons will be the same as chemical weapons.
We are now thinking about the existing nukes and chemical weapons and already started making some changes.
The aim is to diversify these weapons and give them specific use.
We also think that the way they work now, they are hardly used, very expensive and many times just destroy 100% of any target.
This might be realistic, but not very interesting. most are the same.
So we are now looking at ways to diversify, limit the damage in some cases, and also reduce their price. The price was reduced several times already.
Any suggestion for specific use of strategic weapons will be welcome.
| Thursday, September 28, 2017 - 09:36 pm |
I want catapults so I can fling all my dead cattle and hogs into my enemy's forts.
A couple of days in the hot sun once the supply of VICKS has expired and everything else would be a cakewalk.
| Thursday, September 28, 2017 - 11:14 pm |
Know what this forum needs? A like button for posts.
| Friday, September 29, 2017 - 02:39 am |
Sweet!!! use corns for chemical missiles!! just kidding. Corns main purpose is for entertainment of looking at in feces!!
Though i believe:
Nuclear attacks should always have a news spread message, and a nuclear fallout regarding any nuclear attack, though there could be some scaled based on tactical nuclear weapons vs subermarines/nuclear missiles, while strats being the highest on the scale.
While over the years i have attacked inactives with a chemical missile to test, i hit its offensive base and created a "chemical war disaster" no major or anything just said chemical war disaster. But this was only by hitting an offensive base weirdly enough. Though this wasent the case last time, as last time i had launched a series of nuclear attacks with no major/minor disaster and no fallout, but pretty extensive population damage.
Main points being:
-Keep strategics as they are damage wise or make stronger
-possibly weaken subs/missiles make sure subs/missile are equal in strength, just not range as the base missile has a farther set range but the sub can travel. Making its range null really but still have effective range such as 5000
-Make sure high scale nuclear weapons have fallout with possible variation of fall out ability, if able. From tact being no fallout, to strat being highest, and tied middile missiles/subs
-Nuclear war disasters will be far worse then Chemical disasters
-Announce on international new letter of world when a nuclear attack(except for tact) is launched, regardless of disaster/success of attack.
Note:disaster should be a after coming post if so, just the attack will let the world know whos launching nukes. The disaster last time i remembered only stated affected countries.
This is to off-set that chemical missiles is by far the weakest of all the strategic weapons(Second is tact). Also a few more to make tactical nukes actually apart of the game.
-Chemical Missiles have possibility of leaving a chemical war disaster if hitting a target, in which there is no news broadcast of attack or disaster only if disasters list is checked. In which name change would be "Chemical Disaster".
-Chemical Missiles can attack corperations
-Chemical Missiles/Tactical Nukes cannot be banned by the security council.
-Chemical Missiles and tactical nukes can land attacks on All land weapons within units; and also create a chemical disaster.
-Chemical Missiles and Tactical nukes
-Chemical Missiles and Tactical nukes take only missile interceptors to stop.
-Tacts needs to be 100% damage against all available military targets, if not whats to point of even using them?
Note: might not be the best concept, but it is to insure that there is form of a stable even built defense, verse just one hits all launcher aswell as your units being able to subject you to a high scale attack. Makes more use for unit size and being sure that the right supplies in in them.
-Varying time difference for attacks, Such as chemical missiles having less time you can launch an attack again vs a strategic bomb in which you would wait longer.
-Reduce the amount of plutonium used in tactical nukes from 5 to 4, increase stregics bombs from 10 to 12, reduce nuclear missiles from 10 to 8, equal with nuclear submarines at 8 grams of plutonium.
Note: Mainly Also creates an even production ability to say
1 corp for tacts
2 corps for missiles/subs
3 corps for strategic bombs
Production will vary, but if calculations done right can be worked out easier as its better to reduce production then take resource to match production.
Also if you think of adding a new strat, the bio bomb, then i will say make it effect cities/towns/countys only, make it also have a low damage inital attack, but a long term disaster effect like nukes. I would say make it close scaled as major quake/nukes. Since there wouldent be inital damage as high, it wouldent be as bad as a set up. Also think about adding moab. See what you think ill type more
I will stop here to see if there is any valid-ability/use as some thing are a bit of a work but i believe will help out.
As if all else fails, the nukes in this game can act as a mascot, as the first thing i ever typed on this fourm was to buy nukes lol.
| Friday, September 29, 2017 - 01:02 pm |
What about quarantine units? And supplies to pervent them from spreading the disease.