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Realistic nuke

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How about dah:

Nuke explosion smaller total damage circle but it weakens over radius having falloff.
It also adds emp shockwave, and fire shockwaves. which also weaken over radius
Also emits a long range impulse field with krow cloud so it pushes other units as nuke hits it :)
+2 / -0
I was always thinking that nuke after exploding should create some kind of radioactive field that damages units that stay there, both friendly and enemy. Would make sense considering it's literally an atomic bomb, complete with a mushroom cloud, but I have no idea how would that change the game balance (other that it would make nuking the middle much riskier and nuking the enemy base much more rewarding). It would just be nice for thematic purposes
+1 / -0
Game balance here is less important than communication to the player that they should avoid this area (Much like if some of the aoes are actually slightly larger than the explosion or slightly smaller can cause frustration because the player will see it as "wrongful"). Typically games do this by adding a clicking geiger sound or spawning green particles since most people associate those with danger from radioactivity. Players will naturally adapt to the information after a few failure attempts and even exploit the system in ways the designer will not intend. The question here is would this be a fun addition or unnecessary complexity?

You could implement a system based on a unit's health (we'd assume health is armor density) and find some point and draw up a quick calculation such as RadationDamagePoint / CurrentHealth. At say 950 hp, this system would produce a curve something like this:



This would emulate radiation damaging internal components through armor somewhat. Imagine a low hp unit having weakened or low armor. Now if you dealt this damage based on distance, you could have an interesting system that doesn't stop heavy units from going through center but also helps finish off weaker units.
+1 / -0
21 months ago
quote:
The question here is would this be a fun addition or unnecessary complexity?

I don't think that it would be an unnecessary complexity, the concept is pretty simple and straightforward and people will know from various other examples what should and shouldn't be done when you see a nuke leaving radioactive field on the ground. Getting the field to be visible enough for players to avoid it also shouldn't be a problem. However, this is just my opinion and I would like to hear if anyone has something else to say.

quote:
you could have an interesting system that doesn't stop heavy units from going through center but also helps finish off weaker units.

That is exactly the kind of system what I was thinking about. You could march striders or other heavy units forward without problems, but screening them would be hard and would make them vulnerable to ultimatum (which, in turn, would get decloaked there, mitigating this issue somewhat). It's not like I have any problems with pushes after nuke, I just think that implementing this would make for some interesting strategies and would make sense considering the theme of the trinity silo.
+0 / -0
On the flip side, which I'm not totally on, they are robots, which can definitely be protected against radiation.
+0 / -0
USrankJhopmemes Microchips, Sensors (esp. optic ones) and long ungrounded wires dislike radiation.

Microchips: The more advanced/faster/smaller the more radtiation damage they take.
Sensors: See radioactive flickering.
Wires: Charges can bulid up in them, frying components on the end. (Ex: Microwave rays)
+1 / -0
21 months ago
quote:
On the flip side, which I'm not on, they are robots, which can definetally be protected against radiation.

Complex electronic systems don't like any kind of radiation. Unspecialized robots that were used to clean debris on the roof of Chernobyl power plant often stopped working in very short time periods, and radiation is a large problem with space probes too. Of course they can be protected, but it just adds to the complexity and would be unsuitable for most combat robots, especially ones where maneuverability is important.
+1 / -0
21 months ago
I think that a damage dependency on health is unnecessary complexity. There are already other radiation weapons in the game and the health scale is already such that absolute damage is independent of health and units with more health take less relative health damage.

A damage falloff with distance can be done. But the more interesting mechanic to be added would be an EMP effect with a larger radius than the damage radius.
+0 / -0
21 months ago
DErankSnowlob-????????? How do you think satellites work? Do they just magically miss all the radiation coming from the sun? No, there is shielding protecting them form radiation. And just in case you use a "Oh, the satellites are still protected by the earth's magnetic field" argument, how are rockets that go to other planets not dead from radiation?

HRrankbozo-I agree with you on the complexity piece, but again, they are robots that can heal themselves (after a minute or so). Also, I'm pretty sure that there are some planets in the campaign that you could reasonably infer to have no magnetic field, and such, robots should be pretty useless. Coming from a complexity standpoint, you can look to superweapons for why the "added complexity to combat robots" argument is not very likely. Considering how small computer chips can get, and combine it with the ability to 3D print very complex robots, the size of brain needed to control those robots can get so small that the shielding needed to protect it would become much less of a concern.
+0 / -0
quote:
How do you think satellites work?
With specially made processors ("While normal commercial-grade chips can withstand between 50 and 100 gray (5 and 10 krad), space-grade SOI and SOS chips can survive doses between 1000 and 3000 gray (100 and 300 krad)." (ref: https://en.wikipedia.org/wiki/Radiation_hardening). But this protection comes at a huge cost (200k $, not latest generation) (ref: https://en.wikipedia.org/wiki/RAD750). And you will not get some super computer performance for that money either, not to mention the rest of the components will be quite expensive as well.

Don't think anybody has wrong ideas in principle, but it might be worth it to consider also the range of difference between normal processors and space able processors.

Edit: to be clear if you want to make many robots, not all components/all of them will be as protected from the intense radiation due to cost reasons.
+1 / -0
THE YEAR IS 6969...

A NEW METAL CALLED TAAANKIUM HAS BEEN FOUND IN ASTEROID CLUSTERS, MAINLY 45BTY AND ALSO NOT LIMITING 56GHY AND 687 ALPHA, GIVING UNRIVALED RESISTANCE TO RADIATION...

SUCK IT LOSERS, ROBOTS EAT RADIATION FOR BREAKFAST NOW IN THE FUTURE !

PROVE ME WRONG !??!?!?!?

#MILLIONSOFSNEAKYSCORPAINSAUSAGE !
+1 / -2
I was also thinking on another thing. Instead of insta kill, make nuke emit energy particles that spread from the explosion, those particles shaped like fire balls from pyro, and they kill all that stands in its path, emiting damage hit, and ground flatten hit like with that fountain tank arty. so you could dig in buildings same way as you dug in things like silos in the nuke era

[Spoiler]
Spoilered off topic video spam - Moderation
+0 / -0
21 months ago
USrankJhopmemes: As mentioned by me before the faster/smaller the more volunerable to radiation = more shielding needed. The fact that Satelites have such slow tech compared to whats bleeding edge wise available on the world market is because of the required resistances. Ref: 5 and 7 nanometer chips.

I think the argument here is that even protection can be overwhelmed by too much of what its supposed to protect against ex: Nuke explosion right next to something or the fact that theres time limits for stuff operating in contaminated areas. About the Satelites radiation is one of the hazards Satelites among changeing temperatures, dust and other debris have to face.
+1 / -0
21 months ago
FRrankmalric DErankSnowlob
I'll agree with you on most of the points, as this is not the hill I'd rather die on, but still, the ability to 3D print metal, combined with the fact that those 3D printers can produce other elements from just metal, as shown by the Trinity, it seems very likely that the printers could just as easily make the materials to protect the computers as they make the rest of the robot. However, I will concede on the point that it would be impractical to put the shielding over every sensor and motor that goes to the robot's brain, and the robot could die by not being able to control itself, not being to see its environment, or some combination thereof.
+0 / -0
quote:
there are some planets in the campaign that you could reasonably infer to have no magnetic field, and such, robots should be pretty useless.

Those are combat robots whose sole purpose is to destroy and be destroyed, so radiation doesn't play such a big role in their short lifespans. If they were designed to support life on those planets, it would probably be another story.

quote:
you can look to superweapons for why the "added complexity to combat robots" argument is not very likely

Superweapons are mostly stationary objects which are easier to protect from radiation than other units with many moving parts. Also, complexity plays a lesser role here, because you usually build only one superweapon which ends the game by itself. Compare that to cheap units like glaives or scythes. You can build many of them in a short time, as they are designed to overwhelm an enemy, so complex systems on them would add to the cost, make them slower and probably make them more unreliable. Lead plating on a fast combat robot wouldn't work very well. On the other hand, superweapon is a project that is supposed to remain in secret for as long as possible and is not intended for making any direct contact with the enemy, so it can work without mobility and defense systems and pool those resources into damage and/or radiation protection.
+0 / -0
21 months ago
The superweapons argument was more a "because you can make these things, making some radiation shielding shouldn't be too hard considering how complex the superweapons are". Also, I find your "complexity plays a lesser role here" point to be not very effective considering a couple things;

1 The fact that in construction of anything, you place each atom of the thing that is being built individually, and can make different elements from just metal, with the example being the Trinity making radioactive material from just metal.

2 Cloaking, because it makes the unit completely invisiable, meaning that all the photons and electrons and other subatomic particles that hit the robot have to be released in exactly the right spot with exactly all of the properties that they should have when they would be outside of the robot, which some types of radiation fall under. Considering the complexity of the task, just blocking radiation should be easier. Combine this with the fact that most of the units that have this feature are small and decently fast, withstanding the radiation would not be a problem at all. And this isn't considering area cloaking at all.

3 Shields, because they block all enemy attacks while letting friendly attacks pass through. Since it has the ability to distinguish between friendly and enemy attacks of all kinds, radiation should be no problem.

4 Combat regeneration. Do I need to explain this one?

+0 / -0

21 months ago
Unit resistance to radiation does make sense though, isn't this taking place on multiple different planets? At least some of them should be radioactive.

I like the idea that larger units take less damage from radiation, this could be extended to mean that buildings take no damage. Thus it will still be possible to rebuild stuff in a radioactive zone.

However, what about nanoframes? Would they take damage during construction? That would potentially break factories badly.
+0 / -0

21 months ago
nanoframes decay after x sceonds of not being built
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quote:
nanoframes decay after x sceonds of not being built


This says otherwise. Linked here is the modrule that controls construction decay. It is set to false, therefore, nanoframes decaying after x seconds should not happen.
+0 / -0


21 months ago
I think DErankAdminmojjj meant that nanoframes would be immune to radiation damage as long as they were worked on recently. As a response to "what about nanoframes", not just a general fact.

On the idea itself, radiation for nuke feels a bit like a solution looking for a problem. Working just like fire ground damage seems fine. I'd like to avoid armour type style interactions where damage taken is based on something like size or health.

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