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Posted: Tue Jun 13, 2006 8:49 am
In here, we're basically going to debate the power playing that occurs with oversized weapons.
This includes everything from a nuclear bomb, to a hand pistol that can blow up a building, and even to bioweapons.
Things needed to be dicussed: - If we should even allow them to be used. - When they can/can't be used. - Reasons to void an attack from a WMD. - What can stop certain kinds of attacks (defences)
I'm not going to put up the poll for it yet, we first need to figure these things out.
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Posted: Tue Jun 13, 2006 4:31 pm
Personally I think that WMD's only achieve a cheap victory. I don't believe that they should be used.
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Posted: Wed Jun 14, 2006 7:19 pm
I say have the level of WMD allowance depending on the size of the war and battleground. I think nukes would be allowed if it was entire starleagues versus eachother. But wouldn't be allowed if it was down to one earth bound nation versus anothe eartth bound nation.
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Posted: Fri Jun 16, 2006 7:36 pm
High Templar Doomshot I say have the level of WMD allowance depending on the size of the war and battleground. I think nukes would be allowed if it was entire starleagues versus eachother. But wouldn't be allowed if it was down to one earth bound nation versus anothe eartth bound nation. I'd have to agree with this.
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Posted: Mon Jun 19, 2006 8:05 pm
WMD's are different if used in different types of guilds. Mine, a massive fleet based guild which holds many planets and many more colonies, WMD's are much less affective, and nukes become pointless, or become the main weapon if huge amounts of materials exist. While even more destructive weapons would come into play, like my Guild's M.D.D. which is muhc more deadly, but easy to avoid by far spacing yuor ships. It is a untimate planet destroyer however.
But what does this ban mean? Do we simply not reconize the weapons, which is god-modding in itself, or do we all declare war on the offender?
In most RTS games, things of great power are outlawed because that eliminates the fun. But then, this is not a computer game. But in this, there isnt supply demands, makign WMD's much more easy to make. So it might be even more vital to not have them.
But it can also be easily stopped, laser defences stoping most missles, thigns like. Its really only god-modding if we dont put limits on the speed in days they are reproduced.
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Posted: Tue Jun 20, 2006 9:31 pm
WMD is defined simply as any device artificially made or created that can kill a large amount of people and/or cause huge collateral and stragetical damage in one hit or in a chain reaction. WMD also applies to biological and chemical warfare agents.
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Posted: Sat Aug 12, 2006 5:51 pm
Nukes in space arn't as effective as you think. In space, a nuclear weapon is only effective for, say, 1-2 kilometers (except for smaller starfighters and smaller ships, where 2.5 or so km would be the dangerous range), as there is no air to carry the shockwave or heat very far, so it's trying to force it's way. And no, that's just not my own assumption; it's fact. Anyone who's ever RP'd a space fleet knows that a kilometer in space might as well be a foot. In other words, its like a powerful anti-ship missile. In my space guild a MAC cannon is more powerful.
Nukes on Earth couldn't be easily stopped, as they have to actually explode several thousand feet up to actually do much damage. Many AA defenses would have mere seconds to fire and have their munition reach the bomb.
It's not god-moding, it's overkill. Overkill is simply using too much force, which is what this arguement is about, of course. It's not a matter of god-moding or not.
Defenses to destroy WMDs depend on the defense. A Phoenix CIWS is in no way going to help against a nuke, even though they are good for AA.
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Posted: Sun Sep 24, 2006 5:06 pm
Skyburn Nukes in space arn't as effective as you think. In space, a nuclear weapon is only effective for, say, 1-2 kilometers (except for smaller starfighters and smaller ships, where 2.5 or so km would be the dangerous range), as there is no air to carry the shockwave or heat very far, so it's trying to force it's way. And no, that's just not my own assumption; it's fact. Anyone who's ever RP'd a space fleet knows that a kilometer in space might as well be a foot. In other words, its like a powerful anti-ship missile. In my space guild a MAC cannon is more powerful. Nukes on Earth couldn't be easily stopped, as they have to actually explode several thousand feet up to actually do much damage. Many AA defenses would have mere seconds to fire and have their munition reach the bomb. It's not god-moding, it's overkill. Overkill is simply using too much force, which is what this arguement is about, of course. It's not a matter of god-moding or not. Defenses to destroy WMDs depend on the defense. A Phoenix CIWS is in no way going to help against a nuke, even though they are good for AA. Actully, as though what you say is right, I'm going to have to disagree on the not as effective in space thing. Yes sky, I'm back. But, the gamma rays, and other radiation, would cuase a major hazard, since the suns and stars are already beating a forceful amount on ships. A nuclear bomb would just basically cuase just high-rate cancer to everyone, as well as endlessly sluaghter people. And... luanch a nuke to a hundred other nukes in the sky... what do you get? A WEANIE FEAST! No, but a big explosion of nukes (this could stop nukes?)
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Posted: Sat Oct 28, 2006 1:30 pm
It's not me saying that they arn't as effective in space. It's experts. Military experts, sci-fi, everything. 1-2km is the kill range for most nukes in space.
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