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ODIN: Orbital Defense Integrated Network

 
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ODIN: Orbital Defense Integrated Network - 12/27/2020 12:39:45 AM   
newageofpower


Posts: 261
Joined: 12/3/2020
Status: offline
So players have complained "by the time we get to terminator robots we've already got atomics and ICBMs just make the game about who can erase each other's industrial base faster"

I suggest a new setting: ODIN Status

> Not Present/Inactive- game as now
> Exoatmospheric Interception- Shoots down ICBMs/Disables the ICBM Model
> Airspace Sanitization- Shoots large objects flying over 800kph/Disables Atomic Launcher, Missile Launcher, and Aircraft over 800kph

Could make sense that some autonomous/semi-autonomous orbital defense infrastructure survived and potshots player's attempts to nuke each other.

< Message edited by newageofpower -- 12/27/2020 12:40:10 AM >
Post #: 1
RE: ODIN: Orbital Defense Integrated Network - 12/27/2020 2:04:29 AM   
zgrssd

 

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Joined: 6/9/2020
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Most games with Atomic Weapons have some counter to (Strategic) Atomic weapons. All the way back to Civilisations 2, with it's SDI Building.

I am not quite sure where that "over 800 kph" figure comes from. Why did you pick that particular speed?

(in reply to newageofpower)
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RE: ODIN: Orbital Defense Integrated Network - 12/27/2020 2:20:46 AM   
newageofpower


Posts: 261
Joined: 12/3/2020
Status: offline

quote:

ORIGINAL: zgrssd

Most games with Atomic Weapons have some counter to (Strategic) Atomic weapons. All the way back to Civilisations 2, with it's SDI Building.

I am not quite sure where that "over 800 kph" figure comes from. Why did you pick that particular speed?

If players don't want a GR-Era Orbital Defense Grid staring at them, they can just turn it off in pregame settings ;p

800-900kph is the speed lots of long range subsonic cruise missiles fly at.

(in reply to zgrssd)
Post #: 3
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