Long time reader but the first time poster...
I am the author of the Polaris Sector game that some of you may know - there was a long discussion here on the forum.
Now I am working on the completely different game, called ICBM - The Global Conflict.
It is the single and multiplayer game about the thermonuclear war, somewhat inspired by the Introversion's DEFCON.
Like Polaris Sector, it is real-time with auto pause (so no click fest). You control one of the superpowers and your goal is to score as much points as possible (before the world is totally ruined) by nuking the other players.
Unlike DEFCON, however, there is the possibility to build units and do the research, thus allowing for vastly different strategies. Also there are a lot of other things that make the game unique, I'll show more later.
Now, the short game footage - seven AI players nuking each other :)
Wow! Welcome to the forum. So glad to have you here. I am a huge fan of Polaris Sector and think it's a fantastic 4x game. Definitely on my top 5 list.
Very interested in ICBM. I hope you will incorporate some of the detailed concepts from Bravo Romeo Delta.
Welcome! I also enjoy Polaris Sector. Will keep an eye on this thread for more info going forward.
Big Polaris Sector fan here. I still hope for more DLC.
ICBM , yes!! One of my all-time favorite games is Nuclear Destruction, a Play-by-mail game from Flying Buffalo (Rick Loomis). There was a build-up period where industry was built, missiles built, ABMs built, minors bribed and then boom! Missiles flew and the last survivor won. Often there were no survivors after a prolonged exchange. I hope you can use some of those ideas.
Please keep us updated here!
Looks like an updated version of defcon, which was a fun little game.
I would really love to see an updated version of Bravo Romeo Delta though where you put together realistic nuclear targeting packages.
Thanks, will do my best to make a good game :)
As to Bravo Romeo Delta - need to study it a little, as I have never played it before.
The new video is here - the satellite positioning.
I didn't play Polaris Sector but I do have fond memories of Defcon. I think I'm in for this one. O0
Quote from: Speedy on September 17, 2019, 03:25:56 AM
Looks like an updated version of defcon, which was a fun little game.
I would really love to see an updated version of Bravo Romeo Delta though where you put together realistic nuclear targeting packages.
Wow, finally found someone else that played Bravo Romeo Delta.
One of the more interesting and yet frustrating games I've ever played.
Ugh...I mentioned it above too. I've posted heavily about it in the distant past. I still have it and one of the only copies of the user manual In existence. Got it straight from the developer who I corresponded with at length pre-2005. He wanted to sell me the code, but I had no use for it.
So, am I right that the what makes Bravo Romeo Delta so special is (in two words) the very wide selection of the potential means and targets, plus the realistic simulation?
Quote from: ufnv on September 18, 2019, 06:47:54 AM
So, am I right that the what makes Bravo Romeo Delta so special is (in two words) the very wide selection of the potential means and targets, plus the realistic simulation?
The depth of simulation is what makes it unique. It is still the only dedicated simulation of global thermal nuclear warfare available on the PC. It models everything, from weaponry, ICBMs, SLBMs, strategic bomber forces, communications, yield, radiation, radar and detection, destruction and loss of life from blast, radioactive fire, etc. It is a chilling simulation despite its antiquated cga graphics and awkward UI.
The goal is to win the war through limited strategic escalation without leading to outright global nuclear war and total destruction. I think I accomplished this once.
Quote from: Jarhead0331 on September 18, 2019, 07:46:55 AM
Quote from: ufnv on September 18, 2019, 06:47:54 AM
So, am I right that the what makes Bravo Romeo Delta so special is (in two words) the very wide selection of the potential means and targets, plus the realistic simulation?
The depth of simulation is what makes it unique. It is still the only dedicated simulation of global thermal nuclear warfare available on the PC. It models everything, from weaponry, ICBMs, SLBMs, strategic bomber forces, communications, yield, radiation, radar and detection, destruction and loss of life from blast, radioactive fire, etc. It is a chilling simulation despite its antiquated cga graphics and awkward UI.
The goal is to win the war through limited strategic escalation without leading to outright global nuclear war and total destruction. I think I accomplished this once.
https://jasonlefkowitz.net/2014/11/choreographing-armageddon-bravo-romeo-delta/
UPDATE (March 12, 2019): In a minor miracle of technology, thanks to the folks at the Internet Archive, you can now play Bravo Romeo Delta in your Web browser.https://archive.org/details/msdos_Bravo_Romeo_Delta_1993
Quote from: Jarhead0331 on September 18, 2019, 06:05:12 AM
Ugh...I mentioned it above too. I've posted heavily about it in the distant past. I still have it and one of the only copies of the user manual In existence. Got it straight from the developer who I corresponded with at length pre-2005. He wanted to sell me the code, but I had no use for it.
Sorry JH. I missed it. Forgive my bleary eyes and addled brain. I was posting far too soberly.
That's two other people that's played Bravo Romeo Delta.
Quote from: SirAndrewD on September 18, 2019, 10:55:51 AM
Quote from: Jarhead0331 on September 18, 2019, 06:05:12 AM
Ugh...I mentioned it above too. I've posted heavily about it in the distant past. I still have it and one of the only copies of the user manual In existence. Got it straight from the developer who I corresponded with at length pre-2005. He wanted to sell me the code, but I had no use for it.
Sorry JH. I missed it. Forgive my bleary eyes and addled brain. I was posting far too soberly.
That's two other people that's played Bravo Romeo Delta.
LoL. Between the three of us, we have probably nuked a lot of real estate.
Quote from: Pete Dero on September 18, 2019, 08:06:32 AM
UPDATE (March 12, 2019): In a minor miracle of technology, thanks to the folks at the Internet Archive, you can now play Bravo Romeo Delta in your Web browser.
https://archive.org/details/msdos_Bravo_Romeo_Delta_1993
Very cool. I had not been able to get the game files to run on Win10. Thanks for posting this.
Dumb question, I can't seem to find or understand how to run this in a browser:( Any help would be great....
Quote from: Grim.Reaper on September 18, 2019, 03:00:46 PM
Dumb question, I can't seem to find or understand how to run this in a browser:( Any help would be great....
Something must be wrong on your end. I load it up and just click on the window and it runs.
Quote from: Jarhead0331 on September 18, 2019, 03:03:29 PM
Quote from: Grim.Reaper on September 18, 2019, 03:00:46 PM
Dumb question, I can't seem to find or understand how to run this in a browser:( Any help would be great....
Something must be wrong on your end. I load it up and just click on the window and it runs.
Well, that's the first problem, had no idea the top of the screen was clickable to actually play the game:) Down the right side of the screens had links to files so confused me a bit.
I played BRD a really, really long time ago. Man alive those graphics caused physical pain.
Quote from: Jarhead0331 on September 18, 2019, 11:13:18 AM
Quote from: Pete Dero on September 18, 2019, 08:06:32 AM
UPDATE (March 12, 2019): In a minor miracle of technology, thanks to the folks at the Internet Archive, you can now play Bravo Romeo Delta in your Web browser.
https://archive.org/details/msdos_Bravo_Romeo_Delta_1993
Very cool. I had not been able to get the game files to run on Win10. Thanks for posting this.
I got it running about 8-9 months ago using DOSbox https://www.dosbox.com/ and this youtube tutorial.
https://www.youtube.com/watch?v=NyHUYK6-Tvc
Quote from: Grim.Reaper on September 18, 2019, 03:29:49 PM
Quote from: Jarhead0331 on September 18, 2019, 03:03:29 PM
Quote from: Grim.Reaper on September 18, 2019, 03:00:46 PM
Dumb question, I can't seem to find or understand how to run this in a browser:( Any help would be great....
Something must be wrong on your end. I load it up and just click on the window and it runs.
Well, that's the first problem, had no idea the top of the screen was clickable to actually play the game:) Down the right side of the screens had links to files so confused me a bit.
Ha what is this new fangled mouse thing you speak of, try arrow keys and keyboard shortcuts that are displayed on screen.
If you download the zip file from those links down the side that is the game you can then use that with DOSbox I linked above to play the game without need of internet.
Let me hijack the thread :)
Here is the new video, that shows the technology tree of the game.
There are about 50 technologies, but you usually have time to discover only 25-30% of them, so it is important to make wise decisions to support your overall strategy.
The development is progressing quickly, so I will soon need volunteers for the play tests. Anyone would like to try?
Quote from: ufnv on September 29, 2019, 01:14:15 PM
The development is progressing quickly, so I will soon need volunteers for the play tests. Anyone would like to try?
sign me up
Quote from: ufnv on September 29, 2019, 01:14:15 PM
The development is progressing quickly, so I will soon need volunteers for the play tests. Anyone would like to try?
Would love to try it out here too!
Me too, me too!
Thanks, I will send the PMs with the download link when it is ready (most likely, this week).
BTW, I've just finished my first game against the AI, the results are in the attached screenshot (I was playing for the NA).
Actually, I was caught off-guard, so after the first strikes I was on the last place with deep negatives. Luckily I have had several submarines in the good locations and also was able to protect several of my airports, so I have used my bombers after the enemies' infrastructure was mostly destroyed. My biggest mistake however was the attempt to "punish" the South America (they have attacked me first), so I've lost a number of bombers trying to break their air defence, while Russia and Europe were the easy targets for my air forces.
(http://screenshot%202019-09-30%20at%2010.40.39.jpg)
Looks good! Although if you don't mind a suggestion, due to the various colours of the text and the background, I'd add a solid black background behind the final scores, and also commas in the large numbers for better readability.
Quote from: Huw the Poo on September 30, 2019, 10:28:55 AM
Looks good! Although if you don't mind a suggestion, due to the various colours of the text and the background, I'd add a solid black background behind the final scores, and also commas in the large numbers for better readability.
Sure, thanks!
Quote from: ufnv on September 30, 2019, 03:46:37 AM
Thanks, I will send the PMs with the download link when it is ready (most likely, this week).
BTW, I've just finished my first game against the AI, the results are in the attached screenshot (I was playing for the NA).
Actually, I was caught off-guard, so after the first strikes I was on the last place with deep negatives. Luckily I have had several submarines in the good locations and also was able to protect several of my airports, so I have used my bombers after the enemies' infrastructure was mostly destroyed. My biggest mistake however was the attempt to "punish" the South America (they have attacked me first), so I've lost a number of bombers trying to break their air defence, while Russia and Europe were the easy targets for my air forces.
(http://screenshot%202019-09-30%20at%2010.40.39.jpg)
Thanks! Look forward to testing.
Working on the tutorial so you spend less time trying to figure out how the things work.
PMs with the download link sent!
^God bless you. You just saved me from buying Breakpoint.
Quote from: Jarhead0331 on October 05, 2019, 02:17:08 PM
^God bless you. You just saved me from buying Breakpoint.
Always room for more:)
Is there any option for NATO counters? I'm not a huge fan of the unit graphics. Thanks.
Can really see the influence of Polaris Sector in terms of look and sound.
Quote from: Jarhead0331 on October 05, 2019, 02:56:26 PM
Is there any option for NATO counters?
You mean another world split - having NATO as one side? It is not implemented but easily doable - need to roughly draw the area of NATO countries on the map.
Quote
I'm not a huge fan of the unit graphics.
Units are not finished yet, most of them are just placeholders.
Quote from: ufnv on October 05, 2019, 03:08:09 PM
Quote from: Jarhead0331 on October 05, 2019, 02:56:26 PM
Is there any option for NATO counters?
You mean another world split - having NATO as one side? It is not implemented but easily doable - need to roughly draw the area of NATO countries on the map.
No. I mean NATO unit symbology.
https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology (https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology)
...or something along those lines.
Quote from: Jarhead0331 on October 05, 2019, 04:22:33 PM
No. I mean NATO unit symbology.
https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology (https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology)
...or something along those lines.
Easy. Can make an option.
Start screen, Tutorial button, fourth box down on the right, should be "aircraft" vice "aircrafts." English is a weird language.
Quote from: ufnv on October 05, 2019, 04:25:18 PM
Quote from: Jarhead0331 on October 05, 2019, 04:22:33 PM
No. I mean NATO unit symbology.
https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology (https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology)
...or something along those lines.
Easy. Can make an option.
+1
Please do that.
Quote from: solops on October 05, 2019, 08:57:31 PM
+1
Please do that.
OK. This could be an easy mod, but I'd better integrate this right into the game, so it would be possible to have a switch.
Running through the tutorials, I had fun, but, I can see this game on a large scale becoming a huge click fest. Having to select every offensive weapon and select every target for every launch is a lot of clicking and will be confusing and tedious. In BRD, you could open a list of assets and designate targets, type of weapon and number of warheads to launch. You could also open a list of targets and select an asset and number of warheads to attack them with. Despite the failings of the UI, these options were very much necessary in a game with hundreds of targets and launchers on land air and sea.
Quote from: Jarhead0331 on October 06, 2019, 05:47:15 AM
Running through the tutorials, I had fun, but, I can see this game on a large scale becoming a huge click fest. Having to select every offensive weapon and select every target for every launch is a lot of clicking and will be confusing and tedious. In BRD, you could open a list of assets and designate targets, type of weapon and number of warheads to launch. You could also open a list of targets and select an asset and number of warheads to attack them with. Despite the failings of the UI, these options were very much necessary in a game with hundreds of targets and launchers on land air and sea.
Yes, I am thinking in this direction. It is not that difficult to offer a list of targets and means to plan the strike.
However, I can see two major problems right now:
- All targets but the cities are not known initially. This means you either need to constantly adjust your plans (even bigger click-fest) or add some AI there. The same with the means - you always build new.
- There is no single enemy. This means there should be probably several plans for different enemies. Even worse, the target priorities can change quite fast.
So, need to do more play tests, especially multiplayer ones. As you actually control not so many units with nuclear weapons (say, 5-8 silos + 3-4 airports + 4-6 submarines), you can queue their orders while on pause and they die quickly :D , then probably this is not that big issue. But will see.
BTW, please note the the difficulty setting is not available yet, so the AI is quite relentless. Expect the nuclear strike anytime between 6:30.00 - 9:00.00 in-game timer, so there is not much time to build a big infrastructure.
Thank you all for the feedback.
The most common notes so far:
1. The possibility to use NATO unit symbology for the units.
2. The missile defence is too effective (fixed)
3. No way to repair units (fixed)
4. Difficult to differentiate ranges for different radar types
5. Need some way to give orders to more than one unit (for example, multi-select then click attack - each new click assigns some of the selected unit to attack the selected target)
6. Impossible to cancel Attack order without cancelling the Follow order (fixed)
7. The amount of pollution to finish the game should be the game option
8. Need different scoring types
9. The ranges of Carrier-based aircraft are too small
10. The detection range of Satellites is too short
Did I miss anything?
New version is available, fixes some bugs, rebalances the units and technologies and adds some new features - thanks for your feedback!
PMs with the link sent.
Added some new UI features.
Here, for example, is the view when some unit with the Nuclear weapon is selected. This way it is much quicker to select the target - just look at the amount of points it can potentially give!
I saw this on Wargamer and had to create an account just to try and get my foot in the door to test this! I'd really love to help and get the chance to play this, I'm a huge strategy gamer and nuclear war is often overlooked. It's a huge interest of mine and this project excites me so much!
Quote from: Jrelliott123 on November 10, 2019, 07:14:30 PM
I saw this on Wargamer and had to create an account just to try and get my foot in the door to test this! I'd really love to help and get the chance to play this, I'm a huge strategy gamer and nuclear war is often overlooked. It's a huge interest of mine and this project excites me so much!
PM sent!
To have the download link, just send me the PM
So, what news? I have had fun with the beta.
Quote from: solops on March 05, 2020, 07:14:54 PM
So, what news? I have had fun with the beta.
It is progressing - now looks very different. Sent the link to the recent version in PM.
Quote from: ufnv on March 06, 2020, 01:20:01 PM
Quote from: solops on March 05, 2020, 07:14:54 PM
So, what news? I have had fun with the beta.
It is progressing - now looks very different. Sent the link to the recent version in PM.
Interesting. What did you change?
Quote from: Jarhead0331 on March 06, 2020, 01:55:38 PM
Interesting. What did you change?
Visually - different palette, effects, unit icons, map, some UI
Sounds
A lot of gameplay related features, following the players feedback
Multiplayer - changes/fixes, new engine, etc.
Well, difficult to describe it just looks differently and the gameplay is improved.
Sent you a PM. I'd love to help with this.
I'm currently struggling though Eversim's "4th Generation Warfare".
Thanks.
Quote from: gregb41352 on March 07, 2020, 05:40:51 PM
Sent you a PM. I'd love to help with this.
I'm currently struggling though Eversim's "4th Generation Warfare".
Thanks.
How is 4th Generation Warfare? Is it much different than the other Eversim titles? Looks very similar, but with a heavier emphasis on individual personalities that appear on map as units...sort of like the diplomats, spies and assassins in Total War games.
"How is 4th Generation Warfare? Is it much different than the other Eversim titles? Looks very similar, but with a heavier emphasis on individual personalities that appear on map as units...sort of like the diplomats, spies and assassins in Total War games."
It looks like a fun game. If only I can figure out what to do and how to do it. You play as many personalities (President,
Minister of Foreign Affairs, Homeland Security, Police etc) So you have to take actions with each one each turn. Turn
based game, one turn equals one day. Kind of a more granular version of their "Power and Revolution", which I quite
like. Anyway, it's in Early Access so I assume guides and manuals will come along. I sorta like it but I'm a foreign affairs
geek.
The game is announced!
The trailer:
https://www.youtube.com/watch?v=v-w1Goeoqdg
Nice...didn't realize it would be a Matrix/Slitherine title...good luck with the game.
Those who are interested, please sing up for the beta here:
https://www.slitherine.com/beta/icbm
Hi guys,
For those who are interested, here are a couple of videos for those who have not yet seen them. Beta is in full swing, for news will follow soon :)
https://store.steampowered.com/app/1178220/ICBM/
We're happy to announce that ICBM is joining the Steam Game Festival: from October 7th to October 13th, you will all be able to engage your friends in a thermonuclear war and to nuke each other for free.
Make yourself comfortable and get ready to push the big red button: the demo will feature the tutorials to help you learn the game and the standard settings of the multiplayer mode.
Last but not least - don't miss the marathon stream! Starting on October 9th, 4 PM BST, we're going to stream the most epic ICBM multiplayer highlights, including Rimmy's streams and the competitive match between Slitherine and the Pentagon Wargame Team.
So tune in on Steam by that time!
Tanks O0
Quote from: Pete Dero on October 07, 2020, 12:38:54 PM
https://store.steampowered.com/app/1178220/ICBM/
We're happy to announce that ICBM is joining the Steam Game Festival: from October 7th to October 13th, you will all be able to engage your friends in a thermonuclear war and to nuke each other for free.
Thanks for the Demo! I spent a couple hours with it this evening. It reminds me of Command H.Q., but with much more fidelity and detail. I kept wishing I could pull population from cities to create military ground units to capture enemy cities or run special ops missions in enemy territory.
Damnit I missed the demo.
I'm really eager to play this one. DEFCON was (well ... is) so cool to play.
I never understood why destroying the world with nuclear weapons is that fun. :)
Release date is Nov 19th.
Is anyone interested in reviewing this for Grogheads? If so, I have a code for you.
Maybe we can also connect for multiplayer.
Thanks.
I hope this is available as a direct-from-Matrix purchase. I do not want to get it on Steam.
It will be :)
ICBM is out...on Matrixgames, GOG and Steam for a $20.
I was a beta tester on ICBM. It is a fun "Beer and Pretzel" game. MP takes about 1 hour to play. It is a lot of fun. Strategically complex, it allows players to create a strategy, and build a variety of force structures to implement the strategy. Like chess, there is no single strategy that guarantees victory, so it has a very high replayability value. It might be fun to get a group of grogs together to play on a regular basis.
Tripoli -- How is the AI in single player?
Quote from: matt3916 on November 17, 2020, 04:42:25 PM
Tripoli -- How is the AI in single player?
The AI is good. It was always a challenge for me, but it was beatable. Don't trust the AI to keep its diplomatic agreements >:D
Want to get this - but bit confused as to what it is - given its about thermo nuclear war - what is all the building carriers subs de3stroyer stuff - can someone give an overview of how the game plays out ?
It's basically DEFCON, just with some modern design sensibilities.
If you never played DEFCON, it was a game about essentially planning as best as possible for a thermo-nuclear war which always happens. This involved placement of military assets, such as fleets, air forces etc. but also about the placement of defensive weapons as well. The war kicks off, nukes goes flying and you see how well you did - rinse and repeat.
As far as I've read, this is basically the same thing, except it has a tech tree you can go down and a bit more agency to build things and lean into specific strategies.
But it's a game about firing nukes at other people, nothing more, nothing less.
I never played DEFCON, so I can't comment. A potential buyer of ICBM should understand that this is not a simulation. Rather, it is a game. As I said in my earlier post, it is a fun and engaging game, as it provides multiple paths to victory. In ICBM, you play one of eight geographically based regional powers: North America, South America, Europe, Russia, Africa, Central Asia, East Asia and Pacific. Each power can negotiate and make alliances (or break them) with each other.
The sides have equivalent military assets and production capabilities. Each side can then invest in developing a nuclear-capable force structure. Broadly speaking, the tech tree consists three levels in the following areas: Nuclear Weapons Technology, Naval Forces, Air Forces, Missile Technology, Radar/Sensor Technology, Satellite Technology. THere are also some sub-branches that positively affect other capabilities. For instance, you can research quieting technology to give your naval SSNs and SLBMs an advantage. Each branch has 3 levels. Production consists of balancing between research and production of hardware units, and your production points are provided by your cities and population.
The game is fun because it is strategically complex, giving multiple paths to victory. Victory is determined by how many cities/population your side destroys, offset to a degree by the number of your cities/population survive. Because of this, the game always ends with a nuclear war. Either the AI or another player will start one because the game provides an advantage to the side that makes the first effective strike. This helps make the game interesting, because you never know when the strike can occur: A player may opt for building an air force using earlier technology and do a strike early in the game. Alternatively, you can opt to build a city-busting heavy ICBM force using MIRVs and backed up by satellites. However, it takes considerable time to build up such a force, and you may be struck while you are creating it. A player can try for a defensive strategy, building a belt of radars, space sensors and advanced SAMs. But this strategy takes time, and requires you foregoing developing the offensive capabilities you need to score victory points. IMHO, no single strategy has a decisive edge over the others. Rather, the effectiveness of the strategy you pick depends on how you time and execute your strategy, and how superior it is to the other player's strategy(ies). This makes the game fun. And it is fun. Multi-player is the best way to play, and the multiplayer system is easy and lends itself well to friendly matches. The game is also quick, typically taking about 1 hour for a MP match. Play is on a continuous clock, but players have limited capability to pause or slow the clock during the game. It is not a heavy intellectual lift. This is not CMO, where you have to ponder how you are going to execute your SIOP. This is a "Beer and Pretzel" (with a bit of alcohol) type game. I actually think it would be a great game for Groghead forum members, as it lends itself very well to friendly matches.
To summarize:
1. It is a fun game
2. high replayability and strategically complex, with multiple valid strategies to victory
3. It is quick to play
4. Good multi-player
5. It is relatively cheap ($20 USD)
That's actually a great synopsis, Tripoli.
I will say that I'm playing my first full game and so far, not a whole lot is happening other than research and construction. We're all getting pretty advanced and developing stockpiles, but nobody has struck the first blow.
One question I have is the stockpiling mechanic. So you build bombs, nukes and missiles and they are added to your stockpile. Are these drawn and used by your silos, aircraft, subs, mobile launchers automatically, or do you need to somehow transport and norm load them? I also have a stockpile of aircraft. Are these used to replace losses from airbases and carriers automatically?
Thanks.
While looking at videos of this yesterday and trying to remember the name of the DOS game "Whiskey Golf something" of the same genre, I found this for $10 http://nuclearwarsimulator.com (http://nuclearwarsimulator.com)
Its not so much as game as a sandbox simulator. Shows blast radius, fallout levels based on wind, and probable fires.
Still in Alpha but includes an editor and can use google maps for that pin-point "Well crap Im dead" feeling.
Quote from: Blond_Knight on November 18, 2020, 10:37:40 AM
While looking at videos of this yesterday and trying to remember the name of the DOS game "Whiskey Golf something" of the same genre, I found this for $10 http://nuclearwarsimulator.com (http://nuclearwarsimulator.com)
Its not so much as game as a sandbox simulator. Shows blast radius, fallout levels based on wind, and probable fires.
Still in Alpha but includes an editor and can use google maps for that pin-point "Well crap Im dead" feeling.
You are thinking of Bravo Romeo Delta. I've posted about it a lot here. i have also discussed it with the developer of the game you linked in the hopes he would incorporate some of its detail and concepts.
FYI - See here if interested: http://www.grogheads.com/forums/index.php?topic=24519.msg670441#msg670441 (http://www.grogheads.com/forums/index.php?topic=24519.msg670441#msg670441)
Quote from: Jarhead0331 on November 18, 2020, 07:43:45 AM
That's actually a great synopsis, Tripoli.
...
One question I have is the stockpiling mechanic. So you build bombs, nukes and missiles and they are added to your stockpile. Are these drawn and used by your silos, aircraft, subs, mobile launchers automatically, or do you need to somehow transport and norm load them? I also have a stockpile of aircraft. Are these used to replace losses from airbases and carriers automatically?
Jarhead-Arming and restocking can be a bit confusing. Here are some images to help you with the process.
In Image 1, I've built a 10 megaton bomb, and it is in my national inventory. See upper right of screen. I also have 10 nuclear bombs.
Image 1
(https://i.imgur.com/WePtOVd.jpg)
To get my airbase to equip the 10 Megaton bomb, I click on the bomber. (See Lower left of image 2 below). Three weapon choices appear: the 10 Megaton bomb, Conventional bombs, and the 10 nuclear bombs. Click on the one you want to arm your bombers with
Image 2
(https://i.imgur.com/A2zI2HZ.jpg)
If I were to equip my bomber with the 10 Megaton bomb. I would have 5 bombers, but only one 10 Megaton bomb, so the remaining bombers will be equipped with something other than a 10 Megaton bomb (I think they default to the conventional bombs).
IRT your question on aircraft. Bases can only have 5 bombers and 15 fighters. They are automatically replenished from your stockpile. CVs and SSBNs will restock when they are in your home waters (the light blue line around your coast) if 1) you have the stockpile and 2) You order them to restock by clicking on the unit at ordering it to restock.
Just got it direct from Matrix/Slitherine.
FYI - there is no manual in the installed game files. Sometimes you find one there.
I picked it up also. The tutorials do a good job of getting you started.
Thanks for the big write up Tripoli. Need to think now. trying to apply my "only buy games you really want and will actually play principal".
^HA sure.
Are you guys still enjoying it? I've become more interested the more I read about it.
Haven't put a bunch of time into it yet, but RTS just isn't my thing. I wonder how the time/pause thing works in MP. I can see the limiting rinse and repeat cycle in SP. MP is where the longevity is, if your not going to MP, my advice is give it a pass. The two games i finished after the tutorial i beat the AI pretty easy. I paused a lot, to pick tech and pick unit builds, pause to deploy and give orders, and any time something important happens. So a lot of pausing for me, which i don't think will go over well in MP. It's not a bad game, and to be fair it's really billed as an MP game, so i can't really complain. If your going to MP a bunch i can for sure see the appeal. There appears to be a bunch of different strategies to employ and try out and it plays pretty fast.
Thanks Budd. I don't MP - so SP would be my sole option.
Quote from: -budd- on November 22, 2020, 06:34:32 PM
Haven't put a bunch of time into it yet, but RTS just isn't my thing. I wonder how the time/pause thing works in MP. I can see the limiting rinse and repeat cycle in SP. MP is where the longevity is, if your not going to MP, my advice is give it a pass. The two games i finished after the tutorial i beat the AI pretty easy. I paused a lot, to pick tech and pick unit builds, pause to deploy and give orders, and any time something important happens. So a lot of pausing for me, which i don't think will go over well in MP. It's not a bad game, and to be fair it's really billed as an MP game, so i can't really complain. If your going to MP a bunch i can for sure see the appeal. There appears to be a bunch of different strategies to employ and try out and it plays pretty fast.
I agree, the game really shines as an MP game
I was actually thinking a few months ago of suggesting a Grogheads Friday night DEFCON. This game looks pretty interesting; Defcon was really fun.
I'd be down with a Friday night nuke fest with ICBM. Sounds like a perfect drinking game!
That I would do...a step up from gutter of typical MP games.
I would be willing to do a MP ICBM game. Say 1800 PST/2100EST on Friday? We could use the Discord War Room 10 chat ( https://discord.com/channels/707151097625837600/707151280551755797 ) for chatting/banter. I could set up the game. Let me know who is interested
I would be, of course I have to get and learn the game first :)
I'll make a point of having a game up on the ICBM server this Friday at 1800 PST. The title will be "Groghead Game" I will also try to grab War Room 10 on Discord for the chat. https://discord.com/channels/707151097625837600/707151280551755797 . No pressure for anyone to join. It will be there just incase someone wants to. First come, first serve, with a kick off (or cancellation of the game) at 1810 PST.
Quote from: Tripoli on November 23, 2020, 11:28:07 AM
I'll make a point of having a game up on the ICBM server this Friday at 1800 PST. The title will be "Groghead Game" I will also try to grab War Room 10 on Discord for the chat. https://discord.com/channels/707151097625837600/707151280551755797 . No pressure for anyone to join. It will be there just incase someone wants to. First come, first serve, with a kick off (or cancellation of the game) at 1810 PST.
I've had a Real World issue come up that will prevent me from creating and hosting the proposed ICBM game this week. I will do it on Friday, December 4. My apologies to anyone who was planning on attending.
I'll have a game up on the ICBM server this Friday (4 December) at 1800 PST. The title will be "Groghead Game" I will also try to grab War Room 10 on Discord for the chat. https://discord.com/channels/707151097625837600/707151280551755797 . No pressure for anyone to join. It will be there just incase someone wants to. First come, first serve, with a kick off (or cancellation of the game) at 1810 PST.
I'm not going to have time to dig into a new game like this for at least another 10 days. I'm in a particularly busy time until I get some vacation time over the holidays.
Quote from: Toonces on December 03, 2020, 11:48:53 AM
I'm not going to have time to dig into a new game like this for at least another 10 days. I'm in a particularly busy time until I get some vacation time over the holidays.
No problem. I'll still have the game up tomorrow. No pressure to play. Part of my reason it that it is a good, quick game that is fun. May be a bit of a change of pace for the regulars on the forum. :)
I watched some let's plays and it looks hella fun. But it also looks like it might take a minor investment in time to learn.
Quote from: Toonces on December 03, 2020, 04:00:30 PM
I watched some let's plays and it looks hella fun. But it also looks like it might take a minor investment in time to learn.
Not to learn...but to master.
Quote from: Jarhead0331 on December 03, 2020, 04:11:32 PM
Quote from: Toonces on December 03, 2020, 04:00:30 PM
I watched some let's plays and it looks hella fun. But it also looks like it might take a minor investment in time to learn.
Not to learn...but to master.
It is a lot of fun in MP. It really isn't a heavy intellectual lift, but it is strategically complex. There are an almost infinite number of strategies that will work (or won't work) depending on your faction, the other players, your allies, and how you develop your force structure. For a typical game, here are a couple of pointers:
- In the default settings, the game gives twice as many points for the damage you inflict than it takes away for the damage you suffer. Therefore, the side that makes the first effective strike will usually win.
Because of the emphasis on offensive, most of your R&D efforts should be aimed at developing your offensive potential. IMHO, It is almost impossible to win a game using a defensive "turtle" strategy. That does not mean that you should neglect defenses. Rather, defenses should be aimed at protecting your offensive potential.
When playing against the computer, if your allies are nearby, expect them to break the alliance and attack you. For example, I have yet to play a game as the US where South America hasn't attacked me. It may be better to select allies who are distant from you, but who offer a threat to another faction. For instance, when playing the US, Africa, Europe, or the Pacific factions may be better allies than South America.
In general, when building your force structure, consider what you want to be your primary offensive vehicle and develop it to the maximum. Then, after developing some defenses, possibly develop a secondary offensive force to supplement it. Rarely will you have time to develop a full triad before war breaks out. In general, the air forces gives you an relatively long range offensive striking power early in the game. Fighter a/c also provide some defensive capabilities. If you decide to take the air route, quickly develop advanced aircraft and mid-air refueling to give a global reach. I then try to develop air launched missiles or air launched medium range missiles to give a stand off capability, to better penetrate hostile air defenses. The downside to this strategy is that airbases are difficult and expensive targets to defend.
A naval strategy might be to quickly develop SSBNs and quiet engines, along with ship launched cruise missiles to use to take out defenses. The problem with this strategy is that naval forces are vulnerable to counterstrike by quick reaction MRBM and ICBMs. SSMBs are also expensive but they are relatively potent, going to sea with 12 SLBMs. Note that in the game, SSBNs must surface to launch, so they are vulnerable to an opponent with a good ISR capability and a quick reaction missile force.
An ICBM force is expensive and time consuming to construct, but it is also hard to defend against. If you build ICBMs, IMHO you should emphasize mobile missile launchers, as rarely do silos survive after launching more than 1-2 missiles. However, mobile launchers are vulnerable to stealth aircraft, so if you do this, it helps if you have a good AD network set up in the area where you are keeping your mobile launchers. If you are located near an enemy, consider using cheaper MRBMs instead of ICBMs. Note that for missiles, the game factors the fact that missiles traveling E-W have greater range than those traveling N-S, so that being geographically close, but N-S from your targets may mean that MRBM or SLBM may not have sufficient range to hit everything you need to hit.
Surveillance assets are important for targeting. Develop either a AWACs or Satellite capability to locate enemy targets before the shooting starts. Afterwards, it will be too late. OTH radar is also important if you want to develop an ABM capability.
Also, the game gives you points for population destroyed. Most large cities take approximately 30 megatons of ordinance to really take down However, the city-busting 50 megaton bomb takes a fair amount of research to develop and a similarly expensive heavy ICBM to deploy. So, most cities will require a restrike. Until the late game, you are unlikely to have the large warheads, so you will have to use multiple smaller warheads to get enough points to win. Accordingly, have a stockpile of ordinance built up for when the war starts, as you will need them. and you will be hard pressed to build them once the shooting starts.
Looks like I will have to cancel this Friday's ICBM MP game. I have an unexpected issue come up. (Metaphysical question: Why do I have absolutely no commitments on Friday evening until I schedule a regular MP game for Friday evening?]
^Demons/devils
^incubus/succubus?
I think we're both on to something...
...steps away from monitor slowly...
...or did you?