77 comments

[ 3.3 ms ] story [ 154 ms ] thread
Reminds me a lot of the game Defcon. I love it!
Reminds me of Missile Command
Yikes! Is this realistic? There seems to be a doctrine that ICBMs will only be launched upon receiving a complete nuclear strike, and once that happens it's pretty much game over.

This makes fighter jets a critical buffer because the only way a defense can prevent mutually assured destruction is to prevent non-ICBM first strikes.

At Defcon 3, Bases launch ICBMs a low probability amount of the time.

When one of a nation's assets (factory, base, city), they go to Defcon 1.

If your enemy goes to Defcon 1, so do you.

At Defcon 1, all ICBMs will fire.

Bases are limited to how many the can have in the air at a given time.

Not realistic really, but never let the truth get in the way of a good yarn...

If you're looking for realism in your apocalyptic nightmare scenarios, there's an ooooold DOS game called Bravo Romeo Delta you should track down. I wrote a little bit about it here: http://jasonlefkowitz.net/2014/11/choreographing-armageddon-...

It's fallen into abandonware hell, so you can't buy a copy at GOG or anything like that, but cough I'm sure you could find a copy if you looked on the right sites.

Try putting satalites up to '3', it's almost impossible for an ICBM to get through.

Eventually just one did, but then even the volleys get stomped by the satalites.

This game has been running for over 10 minutes at DEFCON 1 for me, the blueside managed to get the first city down but it's now a city each but yellow also lost 2 of their triangles (bases? factories?).

Bump up icbm_launch_max to maybe 15, and set stock_icbms to say 100 or so.
If my first game hasn't finished (It wasn't a complete stalemate yet but they have stocked up a lot of fighters and bombers) when I get home I'll try that! I find zero-player games fascinating, especially ones such as this.
One of the reasons why stealth technology was so important to Cold War tech.
Can you give an explanation about what each type of unit does?
There are two views, top view and elevation view. All the actors have an x, y and z.

Each of the circle structures is a nation state.

It has a capital at the center (square, blinking). Defcon is the number in the capital.

Cities (circles) send people to work at factories.

Factories (triangles) make munitions and send them to bases

Bases (square) stockpile munitions (counts, clockwise from top right: icbms, abms (anti ballistic missiles), fighters and bombers.

Bombers are big and slow (triangles) that select a target (factory, base, city, capital in that order), fly to it and nuke it, reselecting a target if somebody else destroys it first.

As defence perimeters are penetrated, defcon gets more scary.

Fighters launch at Defcon 4 and attempt to destroy bombers.

At Defcon 3, Bases launch ICBMs a low probability amount of the time.

Satellites launch at Defcon 2, and can shoot ICBMs out of the sky, but have fire/recharge lasers.

When one of a nation's assets (factory, base, city) is nuked, they go to Defcon 1.

If your enemy goes to Defcon 1, so do you.

At Defcon 1, all ICBMs will fire.

When your capital is destroyed, it's Game Over.

The control panel lets you tweak the starting parameters. There are a lot more controls for all the actors (e.g, how close do bombers flock.) than are not exposed here.

Seems like:

  - circle: city
  - triangle: factory
  - square: military base
  - big plane: bomber
  - little plane: fighter
  - things with rocket trails: ICBMs
  - floaty diamond things: satellites (which shoot down ICBMs)
The square in the middle of each team represents the current defcon. Assuming you start at defcon 5, when an enemy unit crosses the big blinking circle, drop to defcon 4. When a unit crosses the next blinking circle, drop to defcon 3. I haven't figured out yet how the escalation proceeds after that.
Bang on.

The dust coming up out of the bases (and to a limited amount, the other assets) are ABMs, trying to take out incoming ICBMs.

Goes to Defcon 2 on enemy bombers reaching city limits (the radius Cities and Bases are at).

Factories are triangles. Cities are circles. Bases are squares. In the center is a more different square with the defcon. Cities are required to supply factories. Factories are required to make new units. Bases are required to launch units.

Fighters target bombers and fighters. Satellites target ICBMs. Bombers and ICBMs target factories, cities, bases, and defcon. Bombers target in that order; ICBMs seem to target randomly.

Game over when defcon is destroyed.

Launching an ICBM requires defcon <= 3. The choice to launch is a bit random at defcon 3 and 2 but they all launch at defcon = 1.

Defcon changes to 4, 3, 2, and 1 if a bombers crosses the circular boundaries (radar?) around the center. You can see this happen when the boundary flashes.

For "authorized" advice, see https://www.youtube.com/watch?v=q2v0YuDatpc (Declassified USAF training material, 1958), alternate source: https://archive.org/details/AirForceSpecialFilmProject416pow...

(Amazing actors' performance included.)

SAGE is the inspiration for this...

https://www.youtube.com/results?search_query=sage+computer

This thing was off the hook...

I once included this video in something similar (also relating to SAGE) as the help option, see this easter-egg: http://www.masswerk.at/google60/?q=list%20games (option 4)

(Edit: Similar just intention-wise, else much simpler, since just in ASCII, meant to be EBCDIC.)

BTW: "System Technology" (SDC, 1960) is also an impressive source in this context: https://www.youtube.com/watch?v=Yqu3YX2cLA8

Nice Easter Egg!
On "System Technology": See esp. at 17:00, ca., this is very similar to the view conveyed by your rendition (note the swarming aircrafts).
This video is great... and so dark. This stuff was for real.
Personally, I think the opening sequence can't be topped by anything in the context of Cold War.
This film is a very good use of one hour of your time if you have any interest in history and a high tolerance for mind-numbing terror.
(comment deleted)
The Power of Decision is easily one of the most scary and disturbing films I have ever watched.

I always used to think that Doctor Strangelove was a really funny movie, but after this, it was a lot less funny somehow (still a great movie, though).

The premise is quite broken. The cold war was 'cold' because the conflicts were small and localized. Two sides exchanging ICBMs would be a global thermonuKular war, not a cold one.
This is a hot war simulation, is it not?
Technically, yes. It's meant to escalate from cold to hot as munitions stockpiles build.

But that doesn't make for a very interesting presentation, so it goes direct to Hot.

I think WWIII sim is probably a better description. Or could go with the 1985 War Games "Global Thermonuclear War". Just nitpicking. The simulation is awesome.
I was thinking the same thing. I was expecting the initial flurry of planes to skirt the opponent's airspace, provoking but not violating :)
If you want a cold war simulation, try it with JavaScript turned off.
>Doing heavy lifting with JavaScript in IE8 is just not fun.

Please force your customers to upgrade their browser. You'll do the better good for yourself, your customers, and mankind in general. :)

(comment deleted)
(comment deleted)
@simonswain - You should avoid the bright flashes when the game is over, some people might have health issues.
Meh, the flashing-lights-in-games thing is waaaaaay overrated as a public health concern. Most photosensitive (=~'flashing light') epileptics require flashes in the range of ~8-18 Hz (mostly in 12-16 Hz), and even then it almost always takes some time to build up, and even then it's a fraction of epileptics that are susceptable. And flashing lights by themselves don't make non-photosensitive epileptics have seizures (or non-eplieptics). Only about 15% of people epilepsy with are photosensitive. A photosensitive epileptic will know to look away if they see their kind of triggering flash.

By the time you narrow it down to the mere handful of epileptics that will have a seizure from one or two flashes (ever hear anyone complain of a single camera flash and epileptics?), you're in a very rare group. At which point, nothing is safe - I heard of one epileptic who had seizures due to orange circles. Other colour circles were fine, other orange shapes were fine, it was just orange circles (which mean no driving...). Another patient had seizures when ice touched their lips. They do exist, of course, but at that point you're optimising for an incredibly rare user. If you're going to optimise for that, there's plenty of usability optimisations that hit way more people that you should be doing first :)

Source: spent four years doing several EEGs on neuro patients per day, each of which had a 5-minute session with a strobe light at various frequencies. Most of those patients were there for epilepsy or suspicion of epilepsy, but not all, of course. Seeing a photosensitive response at 8Hz was uncommon, but not rare. Some people had some response to single flashes (well, 1Hz) but it never built up to a dangerous level - I never saw someone in danger of having a seizure from 1Hz flashes.

/rant (sorry, nothing personal, I just keep seeing this (largely) urban myth)

> I just keep seeing this (largely) urban myth)

It is reinforced by those warnings in all games.

A fair point - they're just doing CYA because of public hysteria on the issue. Game designers are rarely biologists, let alone neurologists, and it's a topic that the public knows little about :)
I spent an hour playing with this - very enjoyable! Would love an iOS app with something similar. Recommendations?
I love the dual side/top view setup.
Joshua, is that you?
Wouldn't you prefer a nice game of chess?
Every time the same team wins over and over again, when I change some values other team keeps winning all the time.
Slight bug, If there's any bombers on the field at all the other sides fighters won't shoot any fighters.

If side A has fighters on side B. A has a bomber just launched. B fighters just try to fly at the bomber, dieing to the B fighters.

The game also becomes interesting and easier to watch the escalation by turning it straight to Defcon 3 and then reducing the number of bombers.

This leads to skirmishes between fighters and a few stray icbm's in the beginning, but once one hits the situation escalates extremely rapidly.

I wish the parameters were url parameters. Comparing simulations would have been possible.

(I'm currently running a conventional war scenario -- bombers and fighters only - no icbms or sats).

It seems with this scenario, whoever strikes first really does win, though the game takes a bit longer.

The game always nearly ends with a couple of bombers sneaking past the bases at the front and taking out the factories and cities until the player runs out of resources.

Yep. Need the ability to save and share scenarios. Coming.
Reminds me of Minestorm on the Vectrex!
Real Cold War is more of this: Two side point lethal nukes at each other, but at a point one side falls on its face and proceeds selling factories for scraps, while other one forgets near-death experience in a whim deriving no lesson from it.

Not so fun to simulate mind you.