12.03.2014 - 11:42
My suggestion is simple. Players should be able to alter the reinforcement turns by +1 or -1 turn. Everything stays the same except the frequency of the reinforcement turns. This will create a fresh dynamic for competitive AW 3v3 and gives map makers more freedom too. Example: Standard Rate- 1, 5, 9, 13, 17, 21, … +1 Rate- 1, 6, 11, 16, 21, 26, … -1 Rate- 1, 4, 7, 10, 13, 16, … Yeah you're welcome.
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Death1812 Llogaria u fshi |
12.03.2014 - 11:44 Death1812 Llogaria u fshi
Support
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12.03.2014 - 11:46
+10 rate
---- "evoL is that place you go to to find yourself and then ditch when you're pro and want to hang out with the other players we made" - Sasori
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12.03.2014 - 11:48
How do you mean? First of all the game tells you "x weeks" until reinforcements. Also it's just simple arithmetic not advanced mathematics. It's literally just counting.
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12.03.2014 - 11:50
Still dont support.Rich countrys like frc germ and uk will be op with all those reinforces.
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12.03.2014 - 11:52
Or they will be weaker with less reinforcements with +1. The whole point is to create a change in the game dynamic so if some countries become stronger/weaker then I'd say that's a good thing.
---- The church is near, but the road is icy... the bar is far away, but I will walk carefully...
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AlexMeza Llogaria u fshi |
12.03.2014 - 11:56 AlexMeza Llogaria u fshi
Support, more features would be nice. Balancing shouldn't be considered since it's just one more feature to adjust, like units stats. It would be like an option or something to edit in mapmaking, not like you can turn it on/off, right? If so, then EDIT: Scenarios have this option already, but they are very limited. There are 2/3 options (can't remember ;_;) only. It would be nice if it was just a number you could change, how often reinforcements are available.
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12.03.2014 - 14:20
Hmm does this mean the +1 rate would get x % more reinf, and -1 would get x % less? If so, totally support! EDIT: There should be a way to know when ur opponent gets reins.
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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12.03.2014 - 14:51
I think he means it would be a game setting, as in it changes the reinforcement cycle for all players.
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12.03.2014 - 15:05
Oh all players, maybe yea would be fun. I like my suggestion too. :p
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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12.03.2014 - 15:07
support !
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12.03.2014 - 15:07
No support cuz it's acqui, didnt bother reading it <3
---- "My words are my bullets."-John Lydon Spart is love
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12.03.2014 - 15:08
Correct.
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12.03.2014 - 15:09
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13.03.2014 - 00:58
Holy fuck. This will actually affect the game more than you would imagine. It'll potentially and most definitely will change the pace, dynamics and economy of the game. And whether this is for the better or worse, it shouldn't matter too much since I imagine that we'll always be able to play with the default reinforcement turns if this turns out to be awry which is highly doubtful. Support.
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13.03.2014 - 03:50
Too bad the admins don't even take 5 min of their time to check the forum, when this has lots of support (which is already has some) id PM it to the admins, Acqui.
---- We are not the same - I am a Martian. We are not the same - I am a... divided constellation?
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13.03.2014 - 07:30
Yeah I realize this but I didn't want to scare people off of the idea lol. That's why I only suggested +1 and -1. Everyone complains about gameplay becoming stale and this minor change should actually have huge implications. I'm just surprised it wasn't suggested before.
I'll wait for some more responses and ideas and then see what I can do.
---- The church is near, but the road is icy... the bar is far away, but I will walk carefully...
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13.03.2014 - 14:15
Support. But they need to make sure that it is stated once the game starts (just like victory condition).
---- "Riddle me this, Riddle me that...?" - The Riddler
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14.03.2014 - 03:52
There is more to AW than pure unit count. You need to realise that when you alter the frequency of new reinforcements, whether that's + or - 1 only changes how often you're able to recruit again. Obviously, this means that it will either slow or quicken the game pace, that's not damaging to the game at all, it's just that the things are happening much faster. Now, what you're forgetting is how this would affect the economy of the game. I'm rather tired right now so I may not be as coherent as I intend to be with my explanation. Because the income of countries is not changing, this means that if the reinforcement turns are reduced to -1, not only does this mean that players are able to recruit more units more frequently, but they will need to manage their income so that they are able to make full use of each reinforcement turn, because as you already know it is good to use up all your reinforcements points before the next reinforcement turn. This is because players will need to spend their money more frequently in order to use up their reinforcements before the next reinforcement turn arrives. Subsequently, this means that troop expenses increase much faster than usual. This changes two things; rich countries become more powerful than they already are AND cheap strategies also become more powerful. Now, if you were capable of handling my (probably) broken syntax (and semantics) from my sleep deprivation, you will understand how making reinforcement turns -1 will affect the game. Therefore, it should be clear how it will affect the game if it is then changed to +1. It obviously will have the opposite affect. When the reinforcement turns become less frequent, there is not going to be as many chances where players will be able to recruit new units. In contrast to the first explanation, the lower amount of units means that troop expenses will be significantly lower and thus even countries with bad income will have enough time to accumulate a reasonable sum of money to use up when it happens to be a reinforcement turn; making countries with bad income more than viable to play. Another change is that more expensive strategies will become stronger and playable. I am more than certain that this little change in how frequent reinforcement turns occur will affect many other things, not only the economy which already brings about interesting changes. I'll get back to you with that one if players are still incapable of seeing how this little idea Acq has will change the gameplay. For now, fuck off. I can't think straight; I need sleep. Good night.
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14.03.2014 - 21:21
Support! Would be really easy to implement.
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14.03.2014 - 21:36
Support
---- If the king does not lead, how can he expect his subordinates to follow?
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13.09.2014 - 19:45
Bump
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13.09.2014 - 22:11
Total Support, this would be awesome, also it could be added as a setting for map makers to add what turns units could be bought, it would really enlarge the custom sense of atwar
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14.09.2014 - 07:48
Support, I don't see any reason why this can't be tried. It all upto us how we are going to use it.
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