#The cost of each MIRV should go up by 10 mill every time you use it.

20 messages · Page 1 of 1 (latest)

graceful oyster
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This a ramping cost just for the MIRV to stop endless gameplay

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so MIRV #2 is 25 mill

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and so on

glad grove
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Whats the point, teh game ends after the mirv is used

hushed quail
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In my experience, the game ends if the player who MIRVed was already dominating. But in a lot of cases the game continues past 3+ MIRVs

graceful oyster
west beacon
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maybe something like the first cost 30 M and the second 25 M like unlock the technology because the first is coming to fast at my taste

graceful oyster
foggy merlin
jaunty quest
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nah should just increase baseline to 25 mil instead

foggy merlin
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That feels like it takes too long

celest rapids
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I think the MIRV should probably be less accurate. I think if there was risk of hitting allies or yourself with more nukes, that it would encourage caution to using it.

I think cost ramping isn't really all that important. being at risk of multiple people being able to send off a MIRV at the same time, should be deeply alarming.

I also think that the MIRV should send off a certain distance before launch regardless of where your original silo is. Currently it always going to the top of the map. It gives people who have a silo at the top of the map a clear advantage to those at the bottom. When it's a globe and the actual position it activates on shouldn't matter.

tight mountain
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i agree, in my experiernce there are always 2 or three people at the end who have enough gold for mirvs and it is pretty much a cold war until someone mirvs someone else, and then everyone mirvs eachother, and it pretty much just repeats for like half an hour after that point

graceful oyster
celest rapids
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Maybe your money should be limited by the amount of land you have? (in some way?)

violet island
west beacon
cedar cypress