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Home » Stars! 2.6/7 » The Bar » New game idea - The nuclear football game (Updated with poll)
Re: New game idea - The nuclear football game Fri, 09 July 2004 19:43 Go to previous messageGo to previous message
SnakeChomp is currently offline SnakeChomp

 
Petty Officer 1st Class

Messages: 61
Registered: April 2003
Location: Stamford, CT

As it stands I'm thinking about (in a mdeium galaxy anyway) 5 overseer clusters of 4 planets each. I also stand to allow each planet in an overseer cluster to attack a different target, while still allowing multiple planets to target the same victim.

I'm wondering if having so many planets per cluster would be overpowered. Maybe only having 2 per cluster but having them be able to launch packets of up to 12500kT in mass would be preferable? They could both target the same planet and guarentee killing even the most heavily defended end game planet.

In doing more calculations, does anybody know if the maximum defense converage is 97% or 98%? It makes a huge difference in the damage calculations, as 97% coverage allows the packet to do almost twice as much damage as a 98% coverage.

If the cap is 97%, two 10,000kT packets will kill the planet if launched at warp 16 with two ultra driver 13's from 300ly away. The second strike is a bit overkill due to the destruction of defenses by the first packet. But if the cap is 98%, two 11,000kT packets are required. The first packet should lower defense coverage to 93.31% which if rounded down to 93% allows the remaining colonists to be wiped out.

Another question arises now, if two packets strike a planet at the same time, will each strike due damage to defenses and cause them to be recalculated? If not its near impossible to completely kill a planet in one year. I assume they are recalculated after each strike however.

Again all this is based off the extreme end game. I should probably be more focused on the early game where the maximum defensive coverage is 63% with SDI, 87% with missle batteries, and 91% with laser batteries. At 63% defense coverate, a measly 2000kT packet at warp 16 launched with 2 ultra driver 13's from 300ly away will destroy a 1,000,000 pop planet. 87% coverage requires 6000kT under the same circumstances. Of course the requirements are lower if the distance is shortened. A warp 16 packet can reach its destination the same year it is launched is the destination is 128 light years away. Thats some pretty long range no warning planet implosions. Twisted Evil

Is it possible to launch warp 17 packets? I thought that having two mass drivers allowed you to squeeze another warp speed out of that starbase. Two warp 13's would then allow warp 17 packets. The starscalc actually tells me that a packet would do the most damage at warp 17 when I told it I had 2 warp 13 mass drivers, but the packet warp speed box won't let me enter anything higher than 16.

All my rambling...Anyway, Maybe having 2 planets per cluster and incrementing the packet size as the game progresses is the way to go? That way the controlling player won't be able to completely overpower the target of his packet attacks allowing the victim to strike back to attemp to gain control of the nuclear footballs while still allowing the controlling player to do damage. The packets wont decrease in effectiveness as the game progresses and people gain better defensive tech due to the scaling of packet sizes.

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