Dear War Thunder Team and Community,
I would like to propose a new mechanic for War Thunder: tactical nuclear missiles for Rank VI+ Ground Realistic Battles. This concept could add a strategic layer to the game while staying grounded in historical and technological accuracy. Also completely eliminates the possibility of teamkill.
Here’s how the system could work:
Mechanics
- Launch Platforms
- Tactical nuclear missiles would be launched from ground-based vehicles such as the MGM-29 Sergeant or similar mobile launchers.
- For maps with coastlines, naval vessels, such as those equipped with the UGM-27 Polaris, could serve as launch platforms.
- Very Hard To Stop Payload
- Once fired, the missile is unlikely be stopped. This ensures the dramatic impact of a nuclear strike while creating urgency for players to act against the launcher beforehand, also completely eliminates the possibility of teamkill.
- Availability
- These missiles should only be accessible in Rank VI and beyond, reflecting the era of tactical nuclear weaponry.
They can be deployed on all Ground Realistic maps, regardless of size or environment.
- Conditions for Deployment
- More than normal respawn point for nuclear aircraft(3500) is required to unlock the missile launch.
- Players have choice to spawn in nuclear armed plane like the normal
Historical Context
- Tactical nuclear missiles were developed during the Cold War to serve as battlefield weapons with limited destructive range compared to strategic nuclear weapons. Systems like the MGM-29 Sergeant (1950s-1970s) and the UGM-27 Polaris (submarine-launched, 1960s) demonstrate the practicality and historical basis for this mechanic.
So, it seems historically accurate for Rank VI+, isn’t it?
Benefits
- Immersive Gameplay: The inclusion of tactical nuclear options reflects the reality of modern warfare in the Cold War era.
- Avoiding “Nuke Teamkills”: Also, since it is being a unstopable payload, it completely removes the possibility of nuke teamkill.
This mechanic could enhance War Thunder’s gameplay without drastically upsetting balance. I’d love to hear your feedback and suggestions for improvement.
Best regards,
kenannsefikt141
2 Likes
If It’s not being able to be stopped then it should have way higher spawnpointcost than a regular nuke.
2 Likes
I guess you are right. It should be 3500, but you should have an option to spawn in aircraft if you have 2500. is this better? maybe even 4000
1 Like
Yeap, nah, this is exactly why it will not be done. I like the idea of using tactical missile launcher system (it just makes more sense than scrapping the ground with nuke strapped under your belly), BUT there MUST BE a counter play, especially for SPAA
SPAA’s should fire a missile and have a chance to hit it. but it is too low. at least i planned like this lemme change that
i wouldn’t think 4000 but maybe somewhere around 3000 as i think it could be a good mechanic as do you gamble with the plane or try do better and get a icbm
no would remove the idea of getting a nuke to the battlefield
It wouldn’t be at a specific rank, but rather a BR.
I disagree. It would likely be easy to intercept, even for something like an M163 or Imp.Chapparal, although that does depend on how it’s implemented.
also not icbm, tactical nuclear missile like MGM-29 Sergeant
m163 and chaperal cant intercept a nuke they don’t have enough range
I doubt that the guns even can touch to it
It depends on how Gajin implements it. If the nuke heads for the dead center of the battlefield and doesn’t move too fast, then both the Chappy and M163 would have an opportunity to lock onto its head signature/radar signature and fire at it.
Although there is the issue that the player who got the nuke can’t do anything to effect the outcome.
definitely if the m163 can intercept it its already to close
My main problem with this is it removes the skill in both getting the nuke to the battlefield and countering nuke bombers. Especially considering airfields are pretty close to the battlefield anyway, you could just take off, launch, and get the “I win lol”
but you have to take 15-20 player kills first.
Er you can get a nuke with 9-10 kills, so no clue how it being 3k sp(500 more) increases it to 15-20?
I was wrong about the amount of kills required.
Since cant edit my original post, I wanna do a edit from here
Avoiding “Nuke Teamkills”: Also, since it’s being an payload that very hard to stop, I foresee that this feature will decrease the possibility of teamkill
Most likely they will add it like this.