History VideoGame / DEFCON

21st May '17 2:52:24 PM nombretomado
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A unique RealTimeStrategy from Introversion Software, the makers of ''{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.

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A unique RealTimeStrategy from Introversion Software, the makers of ''{{Uplink}}'', ''{{VideoGame/Darwinia}}'', and ''Multiwinia''. You play a [[NonEntityGeneral general]] in control of your chosen side's [[AtomicHate nuclear arsenal]], and your goal is to exterminate the enemy's civilian populace while preserving your own. In order to win, you must strike against your enemy's population centers while at the same time crippling their ability to retaliate. Easier said than done since launching a strike reveals the locations of that strategic asset to everyone in the game. The game is inspired by the 1983 cult classic ''WarGames'' ''Film/WarGames'' and designed to simulate the paranoia and anxiety of the UsefulNotes/ColdWar.



* {{Homage}}: DEFCON takes inspiration from ''WarGames''. A number of {{shout out}}s are included in the main menu.

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* {{Homage}}: DEFCON takes inspiration from ''WarGames''.''Film/WarGames''. A number of {{shout out}}s are included in the main menu.



* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[Film/DoctorStrangelove Targets in Megadeaths]]", and [[WarGames asking if you'd rather play a nice game of chess instead]].

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* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[Film/DoctorStrangelove Targets in Megadeaths]]", and [[WarGames [[Film/WarGames asking if you'd rather play a nice game of chess instead]].
29th Apr '17 10:06:36 PM Hellhound2034
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* CurbStompBattle: Grouping up for a 5v1 with alliances ensures the solo player left behind is in for a very bad time…



* GeoEffects: Certain territorial 1v1 contests can be geographically imbalanced, such as Russia vs. Asia. Russian territory includes a small section of sea off the coast of Japan, allowing players to post entire fleets of nuke carrying subs right next to several major population centres. By comparison, naval vessels from Asia must sail around Africa and through the Atlantic to get within SRBM range of Russian cities.



* VillainProtagonist: The whole point of the game is based around being a GeneralRipper and ensuring them commies/capitalists/whatevers '''die in a nuclear fire.'''

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* VillainProtagonist: The whole point of the game is based around being a GeneralRipper and ensuring them commies/capitalists/whatevers '''die in a nuclear fire.'''
28th Dec '16 6:08:06 AM LordOfTheSword
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* Defcon "COCKED PISTOL" 1: Conflict goes nuclear. The end.

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* Defcon "COCKED PISTOL" 1: Conflict goes nuclear. [[DownerEnding The end.
end.]]
25th Dec '16 8:52:44 AM ADrago
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* LostForever: If you haven't placed your buildings by Defcon 4, or your fleets by Defcon 3, then you'll just have to do without.
3rd Oct '16 12:21:43 AM Morgenthaler
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* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media.

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* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} [[TabletopGame/{{Risk}} that would be OP]], and no one seems to ever launch at Australia in almost all nuclear war media.
25th May '16 10:27:25 AM WillDraco
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* TheBigBoard: The entire game takes place on a strategic layout screen.



* TheBigBoard: The entire game takes place on a strategic layout screen.
25th May '16 10:26:17 AM WillDraco
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Added DiffLines:

* TheBigBoard: The entire game takes place on a strategic layout screen.
14th Apr '16 8:51:13 AM Morgenthaler
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* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[DoctorStrangelove Targets in Megadeaths]]", and [[WarGames asking if you'd rather play a nice game of chess instead]].

to:

* ShoutOut: The menu has a terminal readout that displays random information, from a staff roll, the effects of radiation exposure and symptoms, to listing "Civilian [[DoctorStrangelove [[Film/DoctorStrangelove Targets in Megadeaths]]", and [[WarGames asking if you'd rather play a nice game of chess instead]].
5th Oct '15 8:08:16 AM ham-peas
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* PainfullySlowProjectile: Justified in that missiles are slow in relation to the size of the earth, and the parabolic arc they follow is how they'd actually fly to their target[[labelnote:*]]although the game makes no consideration for the ''actual'' curvature of the globe, as southern hemisphere launched missiles still arc as if they were launched from the northern hemisphere, and yes, that is a gameplay consideration[[/labelnote]]. However, it's still obnoxious watching your missiles get shot down as they slowly inch toward their targets.

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* PainfullySlowProjectile: Justified in that missiles are slow in relation to the size of the earth, and the parabolic arc they follow is how they'd actually fly to their target[[labelnote:*]]although missiles launched against targets in the same hemisphere should really use great-circle routes over the pole, and the game makes no consideration for the ''actual'' curvature of the globe, as southern hemisphere launched missiles still arc as if they were launched from the northern hemisphere, and yes, that is a gameplay consideration[[/labelnote]]. However, it's still obnoxious watching your missiles get shot down as they slowly inch toward their targets.
10th Sep '15 2:04:57 AM BNSF1995
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* Defcon "ROUND HOUSE" 3: Can no longer place units: air and naval conflict permitted.
* Defcon "FAST PACE" 2: No change from Defcon 3
* Defcon "COCKED PISTOL" 1: Nuclear attacks permitted.

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* Defcon "ROUND HOUSE" 3: Can no longer place units: air and naval conflict permitted.
units; conventional warfare commences.
* Defcon "FAST PACE" 2: No change from Defcon 3
3 (game manual states that fighting intensifies).
* Defcon "COCKED PISTOL" 1: Nuclear attacks permitted.
Conflict goes nuclear. The end.



** It's a reference to the ''Protect and Survive'' pamphlets that were planed to be handed out in the UK (along with the tv and radio broadcasts) around the height of the UsefulNotes/{{Cold War}}.

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** It's a reference to the ''Protect and Survive'' pamphlets that were planed planned to be handed out in the UK (along with the tv TV and radio broadcasts) around the height of the UsefulNotes/{{Cold War}}.



** It's not entirely cosmetic, however, in that some continents are easier to defend than others due to city placement. Europe, for example, has all of its' population centers placed in a relatively tight group, so it's easy to cover them strongly with antimissile defenses. South America, on the other hand, is much more spread out.

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** It's not entirely cosmetic, however, in that some continents are easier to defend than others due to city placement. Europe, for example, has all of its' population centers placed in a relatively tight group, so it's easy to cover them strongly with antimissile defenses. South America, on the other hand, is much more spread out.out, though sacrificing the smaller cities is a viable tactic.



* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust.
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would be OP]].

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* PyrrhicVictory: "Winning" a game amounts to this, no matter how well you manage to ride out the nuclear holocaust. \n Unless you're playing as Europe and manage to take out the enemy subs before they can launch their payloads, then it becomes a one-sided affair.
* RiskStyleMap: The world is divided into [[CanadaEh North]] [[EagleLand America]], [[SouthOfTheBorder South]] [[LatinLand America]], [[UnitedEurope Europe]], [[ExactlyWhatItSaysOnTheTin Russia]], [[DarkestAfrica Africa]], [[ArabianNightsDays and]] [[EastIndies As]][[FarEast ia]]. [[LandDownunder Australia]] is non playable because [[{{Risk}} that would be OP]].OP]], and no one seems to ever launch at Australia in almost all nuclear war media.



* WeHaveReserves: Since fighters respawn and everything else doesn't, sending in waves of fighters to draw AA fire from bombers or missiles is one way to try and ensure they make it through, albeit limited by the fighters' short range.

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* WeHaveReserves: Since fighters respawn (at airfields, at least) and everything else doesn't, sending in waves of fighters to draw AA fire from bombers or missiles is one way to try and ensure they make it through, albeit limited by the fighters' short range.
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