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13.07.2014 - 06:42
Jean-Jacques
Llogaria u fshi
Idea 1: Income should be based on purchasing power parity of a country (don't know if it is already the case).

Idea 2: Capitals should be changed
If you occupy a city you should be able to get units from it after 1 turn, and the region around that city will be part of your empire from that point on.
So for instance: I am France, and I take Berlin. Germany is still not paralyzed (as there is no capital), and can still make new units in all its other cities. If I'm able to keep Berlin for 1 turn I will get units from it (if there are any left) and it will show I own the region of Berlin (making it my color).

Idea 3: Walling should be changed
Walling is tedious but an integral part of the game. Walling therefor should be No. 1 priority for the developers to make better. For instance: a city with at least 3 ground units should be able to form a wall, by simply clicking a button (visually it will be a small circle around the city making it clear it is walled). That wall can then hold up an attack for 1 turn. Perhaps you should be able to upgrade the wall with more units to be able to withstand more turns. This also fixes wall fucking.
Walls not related to cities can remain sort of the same, but there should be more control over the forming of the walls to make it more logical. Walls should be able to stand next to each other.

Idea 4: the amount of new recruits should be based on population size.

Idea 5: Air units should have longer range.

Idea 6: the amount and sort of allies you can have should be dependent on income and population. You should not be able to have big allies if you are already strong, and at that point you shouldn't be able to have any big allies, only small allies.
One of the issues in the game is that some empires become too big and the game is lost for those who are dwarfed. This could be a fix. Also, it brings an end to ally end, which causes lots of frustration. Ally end should be replaced with an option to share the collected sp and stop the game.

Idea 7: there are walls that are a combination of naval and air, and they are too hard to get trough. This should be fixed.
duke u karikuar...
duke u karikuar...
13.07.2014 - 07:31
1: In default map income is based on GDP.
2: That is the point of walling, once your wall is broken you can move units into your capital and reinforce it. You can wall on the turn you take the city to guarantee 1 turn holding anyway.
3: Walling is not an integral part of the game, it is a tactical move that has become necessary to win. For games with time limits having to choose what to wall is part of the game. Also it should not be possible to increase holding turns with more units because then if you are outnumbered 10 to 1 you can still hold out 40 turns by stacking units In your cap and adding them to the wall.
4: It already is.
5: Being able to instantly have men anywhere would make defense impossible and make DS and SM the only usable strategies. I realize the way things are is not realistic but any other way would ruin the game
6: What if you become big with your teammates and then have to war because of success, and lose because of it. People are not going to be super huge by magic, they must have done something right to become that way, and they have usually earned the win. what you propose would indefinitely balance the teams and make it go on for eternity. If you don't like all the alliances then play more 2, 1 or 0 ally games. How does ally ending cause frustration? the option you propose would do the exact same thing.
7: It is impossible to make an air wall, it is just a sea wall, and can be broken like one. If it can't then get a screenshot and report this in the bugs section.

It is good to think of suggestions like this and I know you meant well, but you need to put more thought into these. The developers spent a lot of time on this game and it has been out for years, if stuff like you proposed was feasible and needed most of it would have been implemented already.
duke u karikuar...
duke u karikuar...
13.07.2014 - 09:46
Eshkruar nga KarmaXY, 13.07.2014 at 07:31

4: It already is.


No it isn't, it is what the map maker sets, and yes I can make a 10 recruitment city and give it 1 population. The amount of Reinforcement after that is also set on population percentage not numerical size. So later on that city can have 1 population but if it is at 150%, you can make 15.
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duke u karikuar...
duke u karikuar...
13.07.2014 - 09:47
Eshkruar nga Guest, 13.07.2014 at 06:42


Idea 5: Air units should have longer range.



Play potus UN and say that again . A unit from tokyo can go to New Dehli
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duke u karikuar...
duke u karikuar...
13.07.2014 - 09:49
Eshkruar nga KarmaXY, 13.07.2014 at 07:31

7: It is impossible to make an air wall, it is just a sea wall, and can be broken like one. If it can't then get a screenshot and report this in the bugs section.


You clearly haven't seen an unleashed WW2 germany
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duke u karikuar...
duke u karikuar...
13.07.2014 - 16:45
- Making walls stronger with more units in it would be bad for the game ...never knowing how many troops you need to attack with to break the wall, defense strategies would become not OP but fuckin OP

- problem with sea walls is that they cant be broken with sea units ...which is kinda ridicilous :/ ...this should be fixed
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duke u karikuar...
duke u karikuar...
13.07.2014 - 17:30
This seems like this is only for scenario based games such as RP.
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It's not the end.

duke u karikuar...
duke u karikuar...
14.07.2014 - 09:44
Jean-Jacques
Llogaria u fshi
Eshkruar nga KarmaXY, 13.07.2014 at 07:31

1: In default map income is based on GDP.

GDP is not the same as PPP.
Eshkruar nga Goblin, 13.07.2014 at 16:45

- problem with sea walls is that they cant be broken with sea units ...which is kinda ridicilous :/ ...this should be fixed

This is what I meant.
Eshkruar nga KarmaXY, 13.07.2014 at 07:31

3: Walling is not an integral part of the game, it is a tactical move that has become necessary to win. For games with time limits having to choose what to wall is part of the game. Also it should not be possible to increase holding turns with more units because then if you are outnumbered 10 to 1 you can still hold out 40 turns by stacking units In your cap and adding them to the wall.

Walling is tedious, and yes you can discuss whether it should be possible, like it is now, to hold up an attack many turns (by making several walls, like you can do now). All I'm saying is: why not take away the tediousness?
duke u karikuar...
duke u karikuar...
14.07.2014 - 11:21
LoL ok guys dont suffer more I will reveal a secret: Land unit walling on sea can already be broken by naval units.

How? I wont tell because is funny .
duke u karikuar...
duke u karikuar...
14.07.2014 - 11:38
Eshkruar nga Guest, 14.07.2014 at 09:44
.
Eshkruar nga KarmaXY, 13.07.2014 at 07:31

3: Walling is not an integral part of the game, it is a tactical move that has become necessary to win. For games with time limits having to choose what to wall is part of the game. Also it should not be possible to increase holding turns with more units because then if you are outnumbered 10 to 1 you can still hold out 40 turns by stacking units In your cap and adding them to the wall.

Walling is tedious, and yes you can discuss whether it should be possible, like it is now, to hold up an attack many turns (by making several walls, like you can do now). All I'm saying is: why not take away the tediousness?

Because the time to wall is necessary. You can already wall a city with 10 walls at once but we don't because it would take too long. With the feature you propose it would be so quick to wall tiny perfect uniform walls around everything that every player would have tiny uniform perfect walls around everything and would fail if they didn't. If the community hates walling this much it would probably be good to just have a single wall be automatic around any city with 3 or more people the turn after capturing. Instant walling that allowed instantly stacking walls would make it so that a player would be able to wall and force the game to go on for another hour, but it would only take them 5 seconds and relatively little firepower.
duke u karikuar...
duke u karikuar...
14.07.2014 - 11:43
Eshkruar nga Guest, 14.07.2014 at 09:44

Eshkruar nga KarmaXY, 13.07.2014 at 07:31

1: In default map income is based on GDP.

GDP is not the same as PPP.

I am pretty sure that it is already taken into account.
duke u karikuar...
duke u karikuar...
14.07.2014 - 11:49
Eshkruar nga Guest, 14.07.2014 at 09:44

Eshkruar nga Goblin, 13.07.2014 at 16:45

- problem with sea walls is that they cant be broken with sea units ...which is kinda ridicilous :/ ...this should be fixed

This is what I meant.

You are talking about when someone uses land units to wall off the sea? And your ships can get through so you need to use air units to break it? Sorry misunderstood that one, thought you meant someone stacks bombers on a destroyer wall making it unbreakable by the way you worded it. I have seen this and you are right, should be fixed.
duke u karikuar...
duke u karikuar...
14.07.2014 - 12:05
Eshkruar nga KarmaXY, 14.07.2014 at 11:49

Eshkruar nga Guest, 14.07.2014 at 09:44

Eshkruar nga Goblin, 13.07.2014 at 16:45

- problem with sea walls is that they cant be broken with sea units ...which is kinda ridicilous :/ ...this should be fixed

This is what I meant.

You are talking about when someone uses land units to wall off the sea? And your ships can get through so you need to use air units to break it? Sorry misunderstood that one, thought you meant someone stacks bombers on a destroyer wall making it unbreakable by the way you worded it. I have seen this and you are right, should be fixed.


You can broke it. Do no mind about. Just some people who dont know how
duke u karikuar...
duke u karikuar...
14.07.2014 - 12:11
Eshkruar nga Professor Adog, 13.07.2014 at 09:46

Eshkruar nga KarmaXY, 13.07.2014 at 07:31

4: It already is.


No it isn't, it is what the map maker sets, and yes I can make a 10 recruitment city and give it 1 population. The amount of Reinforcement after that is also set on population percentage not numerical size. So later on that city can have 1 population but if it is at 150%, you can make 15.

I think this suggestion is meant more for the default map and in that there is a specific ratio. Jean if you are confused by many big cities being the same size that is because of there being a maximum recruitment per city of 8 in the default map and 10 in custom maps. I thought that within a map though if you put a 10 population city at 5 recruitment then other 10 population cities would have 5 recruitment so it is still related within that map. the ratio is just allowed to vary for zoomed in scenarios and ancient scenarios.
duke u karikuar...
duke u karikuar...
14.07.2014 - 14:10
Jean-Jacques
Llogaria u fshi
Eshkruar nga KarmaXY, 14.07.2014 at 11:49

You are talking about when someone uses land units to wall off the sea? And your ships can get through so you need to use air units to break it? Sorry misunderstood that one, thought you meant someone stacks bombers on a destroyer wall making it unbreakable by the way you worded it. I have seen this and you are right, should be fixed.


Yes, I didn't know the exact construction of it, but it needs fixing indeed.
duke u karikuar...
duke u karikuar...
17.07.2014 - 03:01
One of the issues in the game is that some empires become too big and the game is lost for those who are dwarfed. This could be a fix. Also, it brings an end to ally end, which causes lots of frustration. Ally end should be replaced with an option to http://www.viprunescape.com/ share the collected sp and stop the game.
Imagine turn 4 of world war 2 germany takes gb with america heading on the way. What germany will do is scorch all the english cities except London(assuming you are not allowed to scorch all cites of the country). Now all germany will have to do is defend london with everything and england dead.

One option is making scorching cities expensive, 1000 upwards in cost but in lot of games it will not be a problem. Also what are the rules of scorching ? What happens when you hit a city that is being scorched that turn. Will it be scorched or not. All that and many more things will have to figured out before the idea can be tried and implemented. A massacre to kill the whole population? Thats too cruel for an online strategy game.

Excuse me, but this strategy game is already cruel. You can basically kill the whole population of a city.
I approve Tactician's idea of razing, but it should be more costy than the city income.
duke u karikuar...
duke u karikuar...
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