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Atomic bomb

Posted: Thu Jun 29, 2017 9:13 am
by SovietColonel
Atomic bomb
This technology is used by the tactical bomber
It must cost a lot like umm 25 turns
Because its too powerful nothing can stop it unless you shoot down first the tactical bomber

The tactical bomber do nothing without this tech
The atomic can only be used once if you want another you gonna wait another 25 turns to make it balance. Its too over powered

Re: Atomic bomb

Posted: Sat Aug 19, 2017 7:35 pm
by Prof_GamerARCHIVED
SovietColonel wrote:Atomic bomb
This technology is used by the tactical bomber
It must cost a lot like umm 25 turns
Because its too powerful nothing can stop it unless you shoot down first the tactical bomber

The tactical bomber do nothing without this tech
The atomic can only be used once if you want another you gonna wait another 25 turns to make it balance. Its too over powered
It would be nice if it destroyed the unit you threw it at and damaged all the others around it. It would also be realistic if it totally eliminated every town, facility or airfield you throw it at.

Re: Atomic bomb

Posted: Sat Aug 19, 2017 7:48 pm
by LordOfAles
Not the town,please

Re: Atomic bomb

Posted: Sat Aug 19, 2017 7:57 pm
by Prof_GamerARCHIVED
LordOfAles wrote:Not the town,please
HUEHUEHUEHUE


but why

Re: Atomic bomb

Posted: Sat Aug 19, 2017 9:15 pm
by LordOfAles
Destroying TC would result in less strategy,so players will always use this to destroy enemy towns,resulting 1 or 2 town to remain on whole map out of, lets say:16

Re: Atomic bomb

Posted: Thu Dec 28, 2017 1:28 pm
by Ayush Tiwari
Well,if its like this:
Since they leave radiation which are active even today,we could go like this:
If you drop it on a TC,anything out of the TC will come out with 5 less HP.After 20 turns,that becomes 2 HP deduction,for full game

Re: Atomic bomb

Posted: Thu Dec 28, 2017 4:18 pm
by Prof_GamerARCHIVED
Sounds good.

Re: Atomic bomb

Posted: Wed Jan 03, 2018 10:26 pm
by Belfry777
Great idea but it might by to crazy!

Re: Atomic bomb

Posted: Fri Oct 18, 2019 1:06 pm
by Jasondunkel
Ayush Tiwari wrote: Thu Dec 28, 2017 1:28 pm Well,if its like this:
Since they leave radiation which are active even today,we could go like this:
If you drop it on a TC,anything out of the TC will come out with 5 less HP.After 20 turns,that becomes 2 HP deduction,for full game
Der Verlust von HP sollte alle Einheiten betreffen die durch so ein Gebiet fahren.
Wenn ein Abwurf stattfindet, sollte ein Radius von 4-5 Feldern verseucht sein.

Re: Atomic bomb

Posted: Fri Oct 18, 2019 2:53 pm
by Stratego (dev)
please use only english here

Re: Atomic bomb

Posted: Fri Oct 18, 2019 8:37 pm
by Jasondunkel
The loss of HP should affect all units that drive through such an area.
If a drop occurs, a radius of 4-5 fields should be contaminated.

Re: Atomic bomb

Posted: Sat Oct 03, 2020 10:34 am
by Jasondunkel
here are the proposals and thoughts for the a-bomb of stratego and me.
in each industry level the a-bomb 5 rounds must be researched. the production of the a-bomb should then take 25 rounds. the bomb can only be brought to its target by a bomber. if the bomb was used, it will cause damage in a radius of 7 fields. it will destroy all units of friend and foe. if cities are affected, they can not build anything for 10 rounds. in the fields affected by the 7 fields, more than 10 rounds of damage will be done to units crossing or standing on these fields

let the discourse begin

Re: Atomic bomb

Posted: Sat Oct 03, 2020 12:05 pm
by Harchie Hirondo
Anyways, here's my suggestion...
A laboratory should be built to produce the nuclear bombs(tech), you can also produce scientists in the laboratory and can make the production of the A-bomb faster by a turn.(scientists can have some further uses in the future).
You will need to have Industry Level 3 researched to start researching the A-Bomb tech.
A-Bomb tech cost is 20-25 turns. Once researched, an ability for tactical bombers is unlocked.
The effect of the A-Bomb should have a 4-7 tile range. Disabling towns within that radius for 5-8 turns.
Affected tiles should give an effect like "Radioactive Debris" for 5-8 turns too, something that will damage units stepping on those tiles...

Re: Atomic bomb

Posted: Sat Oct 03, 2020 9:22 pm
by Shark guy 35
Seems balanced enough. How would it work if "All techs" is turned on?

Re: Atomic bomb

Posted: Sun Oct 04, 2020 3:04 pm
by NurKaiser
also there should be button to turn off it when you are starting game

Re: Atomic bomb

Posted: Sun Oct 04, 2020 3:04 pm
by NurKaiser
Shark guy 35 wrote: Sat Oct 03, 2020 9:22 pm Seems balanced enough. How would it work if "All techs" is turned on?
may be... like jet engines or bunker complex techs?

Re: Atomic bomb

Posted: Tue Oct 06, 2020 9:04 am
by DreJaDe
For me it seems lacking.

The jet bombers of Germany is more usable to me in that regards.

If i would reearch it 5 turns per tech that would be a lot of investment and no one would take if it still takes 25 turn to finish.

5squares from bomb site should be enough, planes can survive it.

And it would only need 10 turns needed to make, you have to remember that this would litterally be hard to use unlike when US use it. They have so much advantage when they used this and for the game, it can be only practically used when you are already winning (cause of high investment).

If we have a special plane for this then they shouldnt be able to be carrier based.

5 turns factory disable i think is enough for game balance.

Down below is just my stupid suggestion
I can have a suggestion for the carrier. The bombers woud have a special carry capacity for this bomb and the bomber needs to take it from the airport where they are to be researched or trained. The bomb will have 1 movement and will go boom when it moved outside the plane or factory

Re: Atomic bomb

Posted: Tue Oct 06, 2020 9:23 am
by Jasondunkel
the a-bomb may only be transported by propeller bombers. i.e. when the a-bomb is built, it is automatically linked to a propeller bomber like the b17 or ju 88
there should only be one in play per nation.

the a-bomb is said to be expensive because it is such a big heavy weapon

Re: Atomic bomb

Posted: Tue Oct 06, 2020 9:29 am
by Stratego (dev)
we dont have "linking" mechanism

so it can be eg: a new plane that only carries Abomb and vanishes when bomb is dropped.

Re: Atomic bomb

Posted: Sun Oct 11, 2020 5:24 pm
by Gruppenführer Erwin
It can be an ability in designated planes which has 10000 turns cooldown and only usable when its searched as tech.

Re: Atomic bomb

Posted: Mon Oct 12, 2020 7:01 am
by NurKaiser
Gruppenführer Erwin wrote: Sun Oct 11, 2020 5:24 pm It can be an ability in designated planes which has 10000 turns cooldown and only usable when its searched as tech.
good idea?

Re: Atomic bomb

Posted: Mon Oct 12, 2020 8:29 am
by Jasondunkel
Gruppenführer Erwin wrote: Sun Oct 11, 2020 5:24 pm It can be an ability in designated planes which has 10000 turns cooldown and only usable when its searched as tech.
have you ever played a game where you played 1000 rounds? the rest a good idea

Re: Atomic bomb

Posted: Mon Oct 12, 2020 1:54 pm
by Stratego (dev)
no need to lock the ablility if the plane itself is only buildable if the tech is invented.

i dont see the point: what will u do with the plane when bomb is dropped?

Re: Atomic bomb

Posted: Sat Oct 17, 2020 6:33 pm
by Gruppenführer Erwin
Idk someone just said it must be one use each game soo

Re: Atomic bomb

Posted: Wed Oct 21, 2020 5:33 am
by NurKaiser
what about making that plane kanikaze ability, so it will be destroyed after bombingnuke?

Re: Atomic bomb

Posted: Wed Oct 21, 2020 6:35 pm
by Shark guy 35
NurKaiser wrote: Wed Oct 21, 2020 5:33 am what about making that plane kanikaze ability, so it will be destroyed after bombingnuke?
Not really accurate, inventing A-bomb should just let you produce a special tactical bomber that launches the bomb using an ability. Once the bomb is used the plane performs the same as a normal superfortress

Re: Atomic bomb

Posted: Thu Oct 22, 2020 2:56 am
by NurKaiser
Shark guy 35 wrote: Wed Oct 21, 2020 6:35 pm
NurKaiser wrote: Wed Oct 21, 2020 5:33 am what about making that plane kanikaze ability, so it will be destroyed after bombingnuke?
Not really accurate, inventing A-bomb should just let you produce a special tactical bomber that launches the bomb using an ability. Once the bomb is used the plane performs the same as a normal superfortress
may be strategic bomber?

Re: Atomic bomb

Posted: Tue Apr 04, 2023 3:22 pm
by Flakzwilling
nuclear project requires 15 turns to acquire
only strategic bombers like
B 32 dominator
Junkers 390
B 29 super fortress
B 24 liberator
Petlyakov pe-2
short stirling
can carry nukes with 8 turns cool down.