Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Random ideas. Wed Oct 24, 2012 12:39 am | |
| I keep coming up with good ideas, I forget to write them down, and I lose them. And if I DO write them down, I can't get feedback on them and can't make them more feasible for the future. So this is my permanent ideas thread. -The Wand (Title undecided, temporary)- Novel Idea - Spoiler:
In the future, several scientists invented a legendary device, able to bend the laws of physics at will. With this device, they were able to create a 'perfect' Earth. Nuclear War had devestated it previously, forcing them underground, and no longer.
Centuries later, the town Antioch existed. A supposed utopia, it comprised of two classes, the Upper and the Lower. The upper class were all the intellectuals, the politicals, Craftsmen, all 'respectable' members. The lower class were the working class. Only the upper class were permitted to use "Wands" as they were dubbed.
Every year, the Upper Class would give members of the lower class a chance to make their own "Wand" out of "Wand Quality Wood" that they grew in the castle. Very few have made it, for obvious reasons. The Upper Class gave a working wand to them secretly to avoid unrest, and then they disappear.
In fast, the whole system is a sham. The Upper Class has no purpose, other than to control and rule the lower class. The Wand eliminates any need for ANY work, but that's boring. Instead, they submit the lower class to horrible jobs to amuse themselves. Such is the inevitable cycle.
They control information. Taking and stealing ideas from ancient knowledge, they made a whole system of subjugation. "Magic" was the ability to do anything. The Upper Class had limitless magic, and would not waste it on petty tasks. The Lower Class had very little (save the ones who got into the upper class in the competition) and as such, were only fit to do the dangerous, boring, working tasks.
It works well, until one person somehow makes a real "Magic" wand.
-Nuclear War- Board/Video Game Idea - Spoiler:
(Still WIP, Ideas down)
Nuclear War is essentially a Nuclear Scenario Simulator, not just of the nuclear exchange, but everything behind it. You are thrust into the role of a country at the coldest relations with other ones for a long time. Despite this dangerous time, you still have tasks to do. Based on geography, population, etc. you have tasks that need to be done.
Objectives- Survive (Obvious)- Allies survive (Also Obvious)- Improved position (Heavily depends, WIP)- specific need-based goals (Depends, WIP) Best long term position- Who cares if half the planet is useless if my country is the only one left on it? With no competition, I can expand and fix and do stuff freely. Nobody to bicker to about it. (WIP)
Means- Diplomacy. Trading, bargaining, reasoning, pleading, begging, all encouraged methods of gameplay. If someone is willing to share weapon-grade uranium, so be it. Other people may not be pleased. War- Conventional war can be used to acquire needs and ends. Specifically non-nuclear, no matter what is involved. Acquired resources may be damaged in the process, requiring extensive repairs to fix. Next step after diplomacy. Nuclear- Reserved for the insane, mad, stubborn, or otherwise unyielding. Comes in various flavors. Atomic, Thermonuclear, Dirty bombs, tactical, you name it. Various delivery systems, from ICBM's to planes to Sub-Launched missiles to spies to terrorists. Highly destructive. Highly noticable. Highly likely to start a Nuclear Exchange.
Features- General ideas here, really.
Country A hates Country B but can't afford a nuclear war. Country C likes country A but will defend Country B. So? Country A sets off nuclear weapon on own soil and blames country B. Country C immediately retaliates. Both B and C are destroyed. Country A is last alive, with only 1 detonation. Shady? Yes. Effective? Potentially.
Country A has 20 nuclear weapons- all atomic. Country B has 2000. Country A knows how many Country B has, but Country B doesn't know Country A's arsenal. As such, he will not start a war for fear of massive retaliation.
Country A has 2000 ThermoNuclear devices but claims to have 50. As such, Country B attacks, as he has 200. This gives Country A diplomatic incentive to retaliate in full, wiping Country B off the map.
Resources. Strategically placed. Minable. Stockpilable. Useful. You want them, not just for nukes, but for your people. No oil? No cars, and people are very unhappy as they can't get to work, and you suffer productivity issues.
Buildings. Bomb shelters can help cities in danger. If they all get inside, you may preserve millions of lives. If they are unhappy, or too many drills, they may not listen...
Threats. 3000 Nuclear Missiles have been targeted on your top secret nuclear bom shelter. Surrender all your nuclear warheads or we will destroy you. Of course, they may be bluffing. Or are they... Or will they just kill you after you surrender them? Maybe not, it will anger their already discontent citizens... Or maybe they have no nukes, and just want yours.
Keeping track of what people say is good. Use their words against them.
Secret diplomacy is good too. Theres no need to announce a transfer of 3000 thermonuclear weapons to North Korea, right?
People will just go with "Everyone wins" methods with no nuclear launches. Thats no fun. Incentive to go deeper into strategy is crucial! Paranoia, fear, you must exploit to your advantage!
You do not have to read these. If you don't want to hear my rambling, I'm ok with that. I'm better at explaining to the public than making private notes. And early development feedback is always good. | |
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blockman42 Sergeant
Posts : 938 Join date : 2012-01-30 Location : in my office designing new ships
| Subject: Re: Random ideas. Wed Oct 24, 2012 11:28 pm | |
| I hope the Nuclear War Games can allow 4 way play! | |
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Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Re: Random ideas. Thu Oct 25, 2012 12:22 am | |
| I think the Nuclear War games will be meant for 3+ people. May support up to 12. Now that would be fun. Expanding on it. - Spoiler:
Resources Uranium Mined out of the earth, Uranium is the primary resource required for any Nuclear Process.
Oil Remains of ancient organisms in liquid form, this is an excellent source of energy. Required for any non-nuclear military activity, and population will grow unhappy if cut off for extended period of time.
Thorium More common than Uranium but not weapon-grade, it is nevertheless important. Very useful for power generation. Can supplement oil for navy operations (Nuclear Reactors)
Plutonium Made in nuclear reactions, this is weapons grade material, nothing else.
Manpower Not a gatherable resource (Unless you count slaves). This determines your building, doing, etc. capacity for just about anything. Slowly increases with time, except when said cities are irridiated, under attack, revolting, etc.
Weapons
Atomic Bomb Requires Uranium or Plutonium. Resources required proportional to the yield of the weapon. Maximum yield 25 Megatons. Cannot be used in missiles.
Boosted Fission Weapon Requires Uranium or Plutonium. Uses fusion to 'boost' the power of an atomic bomb, so not a true Hydrogen Bomb. Resources requirement slightly higher than Atomic Bombs. Maximum Yield 35 Megatons. Cannot be MIRVed.
Thermonuclear/Hydrogen Weapon Requires Uranium and Plutonium. Uses fission explosions to initiate a fusion reaction. Resource Requirements much higher than Atomic Bombs. Maximum Yield 80 Megatons. Can be MIRVed.
Tactical Weapon. Requires Uranium. Resource requirement very low. Maximum Yield 5 Megatons. Cannot be Airdropped or used in Missiles; Covert usage.
Dirty Bomb Requires Thorium, Plutonium, or Uranium. Resource requirement minimal. No Yield. Cannot be used in Missiles. Spreads radiation in a city, instating fear in civilians. Radiation can slow growth.
Delivery Methods.
Bomber Airdrop. Bombers drop any yield warhead onto target. Slow, prone to AA and fighter fire. Interception likely, except in some situations. Responsible country possibly apparent.
Fighter Airdrop. A jet fighter drops a warhead up to 40 Megaton yield. Fast, able to avoid AA and fighter fire. Interception unlikely. Responsible country possibly apparent.
Silo- Launched Missile An ICBM or IMBM launches from a ground based missile silo. Able to carry up to 8 Thermonuclear Warheads each with a yield of 50 Megatons. Each warhead can seperate and attack up to 8 different targets. Fast. Very visible from launch. Interception likely. Responsible country apparent.
Sub- Launched Missile. An IMBM launches from a nuclear submarine. Able to carry up to 4 ThermoNuclear warheads, each with a yield of 30 Megatons. Each warhead can seperate and attack up to 4 different targets. Fast. Nearly invisible from launch. Interception extremely unlikely. Responsible country not immediately apparent.
Espionage Agents undercover place Tactical Warheads or Dirty Bombs in key positions and detonate them. Interception possible. If interception occurs, responsible country is revealed.
Terrorists Outright terrorists are given any weapon and attack a random target in an enemy country. Time and Location of attack uncontrolled. Target is meant to scare the country. Interception possible. If intercepted, responsible country is not revealed.
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blockman42 Sergeant
Posts : 938 Join date : 2012-01-30 Location : in my office designing new ships
| Subject: Re: Random ideas. Thu Oct 25, 2012 12:55 am | |
| Maybe we can make a minecraft minigame out of the nuke idea? | |
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