NukeZone

From Wikipedia, the free encyclopedia
Jump to: navigation, search
NukeZone
Nukezone screenshot 2008.png
A NukeZone attack page as of August 2008
Developer(s) Stefan Karlström
Publisher(s) Primetic
Designer(s) Stefan Karlström
Platform(s) Web
Release date(s) February 10, 2001
Genre(s) Multiplayer turn-based strategy
Mode(s) Multiplayer

NukeZone is a text-based, real-time strategy wargame played on the Internet via a web browser and requires no downloads to play. It can be played as an individual or as a member of a "clan." Clans compete in three categories - Points, Net Worth and Combo (being a combination of the two).

History[edit]

NukeZone was started in 2001, by Swede Stefan Karlström. The game, particularly in its early incarnations in regards to available military units, was highly influenced by the 1996 bestseller Command & Conquer: Red Alert.[citation needed] Despite common perceptions, Stefan is quick to point out that NukeZone was never a school project.[citation needed] Since its creation, it has grown quickly, starting with a few thousand members in 2002 and reaching its peak of 35,000 members in 2006. Now in 2009 is the number of members less than 5000. Each round of the game is about two months long and game changes are usually introduced in a one to four week pause between rounds.

NukeZone was the winner of the player-polled Multiplayer Online Game Directory's game of the month award in June 2002,[1] November 2005,[2] February 2008[3] and March 2009[4] an award that can only be won once yearly per game. Game has shut down as of September 17,2014.

Gameplay[edit]

Each player gets their own "province" once they register for the game. Once registered they will choose a starting bonus out of a choice of four to begin the game. New provinces are in nuke protection for 48 hours. During nuke protection players cannot make attacks or be attacked. Nuke protection is also used for all players at the beginning of each round and for players who have died and will have to restart.

To maintain the balance of the game each player is given three turns every hour, which they use to perform in game actions such as attacking provinces and buying units.

Units[edit]

There are many units available in NukeZone, which add to the logistical value of the game. Units are divided into categories of sea, air, vehicle, and infantry, each with its own advantages and disadvantages. Out of the number of units, there are some which are used for specific strategies, like the "building-killing" units Battleship and the Paratrooper. Building killers attack only buildings and have a large advantage in clan wars for killing provinces.

There are also "unit-killing" units, which make up the large majority of units. These are used normally in combination with other units and are efficient in earning "points" for most point-focused clans. There are other units as well such as the Aurora Spy Plane, which spy on enemy buildings, being particularly useful when seeing what defense buildings a province has if you plan to attack them. Thieves are used for stealing money from provinces, which is another highly used tactical strategy. Efficiency in thieving comes through many strategies, much of which comes through sheer experience.

Satellites and missiles are not actual units, but they can also be used for attacking; however they both require research.

Buildings[edit]

There are a total of fourteen buildings in the game, a small number but each participate in their respective purpose. The defense buildings, making up a third of the buildings, are another integral part to maintaining a province. These are used mostly when one does not have the required unit to defend against a specific group of units. A fourth of the buildings (Shipyards, Airfields, War Factories, and Barracks) are devoted to producing units. Without these you cannot purchase the specific group of unit you want. Power Plant and Advanced Power Plants are used to supply other buildings with power. If a province has 100% power usage or above, which comes through lack of power plants, the player will not be able to build or fire satellites and nukes, nor send Thieves, Spies, or Snipers. As well, your defense buildings will become de facto null and void of warding off enemy attacks. Research labs are used for increasing research capabilities. Command Centres are used to build the special units, which are Spy Planes, Spies, Thieves and Snipers. Lastly, the Missile Silo is used to house missiles.

Research[edit]

Research is a fundamental part of NukeZone gameplay, being primarily used to increase a player's province's abilities in warfare and province stability. Researching sciences requires time, which can be deducted up to 40% with the help of additional Research Labs, and even up to 60% if the player owns an Orbital Research Laboratory. The player may only research one level at a time and each costs 25 turns.

Clans[edit]

Provinces are able to join a clan of up to 15 members. Clans normally choose to play for either points or networth, as there are top lists (top 100) for both. (There is also a list for individual provinces' networth and for Combo Points.) A player in a clan can receive monetary aid from members. There is a Clan Leader (CL) in every clan, and the CL has the option to choose four Clan Trustees (CT) in the clan if he sees fit. These four CTs normally help the clan leader in tasks of handling a certain part of the clan, such as recruiting and declaring wars. An incentive to buy a Platinum Clan is introduced in the form of a "fifth" CT, called the CO who is essentially second in command.

A motivation in Nukezone for clans to "war" for points is the clan bonus system. This is set up so that when a clan gains 5,000 in points, they will receive a substantial reward of 150 turns and $750,000 for each province. For every 5,000 points after they will receive another bonus, once you reach 100,000 points bonuses come every 10,00 points. After the first 2,500 points gained the clan receives a mini bonus of 75 turns and $375,000 After every 50,000 points gained, the clan receives a mega bonus of 300 turns and $1,400,000 to each province. To gain points, an army is created and raised. Points are scored for an attack, between 1 and 20, earning more for more NetWorth damage caused to the foe, with extra points added for kills.

Community points system[edit]

The community points system was implemented on September 10, 2006. It rewards users by giving them points for being frequent in the forums, and supporting Nukezone whether it be through donations, or buying gold users or platinum clans.[5]

Notes[edit]

External links[edit]