Rezultati pronađeni: 220
Then you would have to change the unit name or something for example
infentry win a few attacks now there all +1 on attack and are now called inproved infentry
This would be cool to because you could make it stack with other units and not let the other units get the bonus to keep it a little more ballanced.
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09.03.2011 u Time Strategy
How about this?
Every unit you build adds 1 to the maintinance of your units
for example you build 1 tank its normal build 10 tanks its +9 cost to maintain on top of normal cost to maintain. so since i dont have the numbers in fromt of me i will make a hypothetical example.
EX i build 1 tank the upkeep cost is 10 lets say now every tank i build after it will have an upkeep of 11
you could take this even farther if you wanted to by saying another 1 is added for every unit over 20 then 30 ect. ect this would force players who are much bigger to use the units they have up or loose the ability to build any more.
By doing this they no longer have clock advantage becasue auto build will cost them a ton after a few weeks
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08.03.2011 u Artillery
OK i think your onto something so let me add a few issues here.
Artilery is a range unit so defenders must detrench to engadger them this pulls infentry out of there positions ingame this means artilery without infentry acompinyment are basicly sitting ducks after the first strike. No defence
Artilery is mobile moveing like Faster tanks without the defence or ability to capture a city
Artilery is Highly targetable from air units But also can attack air units. here they need to be week and strong at the same time. For example 1 bomber kills 3 artilery But you also loose your bomber 2 bombers you keep a bomber.
Artilery is hard for infentry to find without air suport. Bonus vs infentry on defence side when not acompinied by air units
Artilery as a mobile unit are basicly like transports untill set up and implaced so if you move an artilery its attack drops low but on your next turn it would now be implaced so it would go back to normal att/def
Artilery is most like infentry in defence and Tanks on offence with range

Here is a proposed Artilery Unit
Range 2
Move(1 faster then tank)
Att Mounted 3 Def mounted 3
Att Implaced 6 Def implaced 4
+2 def.when acompanied land unit while emplaced
-1 defence vs plains
Stelth to all ground and navel in range like sub looses stelty if moved.
Free round of attack for each range space away from defender
Spoted by planes from 7 spaces and from Spy plains at 12,
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I agree with your philosophy Yinka, though i would like to see a Time extention for a player who just lost his capital for example. you take my capital and i only have 2 min to try and get my units there to take it back but i need more time to click on all thos little transports and move my air units ect. could i have another min or too? I think that would be a fair thing to add.
then the folowing turn the game checks to see if a capital is still being held and if not the clock reverts back to normal play.
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Yea i feel they should build alot more units as the game progresses too reflect them getting ready to atleast defend if not alli as a nutral country. this buildup should be based on country income. this will slow down the blitzing of the map for income.
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That Type of tecnology is verry Expensive, infact haveing stelth units is almost = to building a battleship. so why would you use up billions on a transport that can drop at most 1 platoon. Stelth tecnology on a 747 is vertualy imposible with the curent world tecnology level not because of radar signiture but due to the size of the engine needed to move such a huge plane. there heat signiture would give them away and so would the amount of noise they create. Did you know Russia had a plane that was like that and the americans could actualy hear it comming in there submerine microphones? they were always detected by there sound and not there radar signiture.
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I just reread your coment on Ballanceing land units
HOW about this
1 tanks VS 2 Infentry even on attack
1 inf Vs 1 tank even on deending tank
3 merine vs 2 inf even on attack
5 infentry vs 3 merine even on def
MalitiaVS tank 3-1
Tank VS Malitia same 1 tank=3
MalitiaVS merine 3-2 same on both side IE 1 merine will kill 2 militia or defend against 2
InfentryVSMalita 2-1 same on both sides Infentry ar basicly better armed merines but not able to do the sea part. (more gun Less Flexability)

Now adding tanks to any attacking unit they should gain an attack bonus and an aditional attack bonus if you add air units.
this bonus should also be avalable for the defending side as well.
Example 3 tanks attack 2 infentry with air suport of one bomber. the bomber would actualy be attacking the tanks before the infentry ever had to engadge the tanks
Merine on the other hand would go for the week spot distroying the airport and planes before they got off the ground then continue fighting infentry(and defender would have infentry based at the airport so no bonus when using merine att for the defender.

Hope this helps.
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I Agree with the direction But i find the game is about blitzing, using the clock and big stacks of units. There's little stratagy for what unit to build other then the fastest or the cheepest.
The Defence side of the game its missing alot of stuff.

That said, it being an offence type game you need weekness to offensive unit stacks. Haveing bombers good vs sea and tanks, Tanks good at defence(artilery) and attacking ground units, and infentry resist bombers and tanks on the defence side, will make for a more chalenging game.
I did not forget stelth, merine or sub

SUB should not be able to attack land units at all unless you give them range like there using missle and if thats the case your a sitting duck on land unless you make them act like bombers and concider there attack to be a air attack therefore it hits one time then infentry go find shelter. Plane Att. sub, Plane should also only get 1 shot then the subs submerge(Hence the name)

Stelths VS battleships,Battleship Sunk. Also a good att VS ground troops. But like bombers they to should only get one attack vs infentry< but a really good one;) (Suprize)

Battleships should cost more then a transport and act as a transport becasue it takes around 600 sailers to operate a battleship vs a platoon of infentry is about 50 men, logicly 12 platoons= one ship(thats not going to happen who will drive lol) But 2 to 4 platoons thats possible becasue these troops can operate the battlements abord the battleship while at sea then infiltrate land during invasions. Again it needs to be a Unit added to the ship not part of the crew(this could be an upgrade for SP).

Im looking forward to the responce.
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Totaly disagree TANK is the unit used to kill infentry and bombers are good vs Tank so bombers are needed for tank removal to protect your infentry and for Battleship removal to move over sea zones.
It is Proven you can not win a war with air power alone you always need troops on the ground and the curent game dont reflect this at all.
Bombers should hit stacks of infentry but 1 strike thats it. tanks on the other hand should be 2x as strong as infentry when attacking them and = when defending cince tank is the only artilery piece in the game at present.
Also dont forget Paratropers there attacking infentry and they also can be added to your bombers to help take out citys. UNFORTIONATLY 1 Air transport costs the same as 4 Battleships?????????? whats up with that?
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08.03.2011 u Time Strategy
There needs to be some form of ballance for players who control most of the map to have issue with time. like 2 many troops in a small country will move back closer to a biger one or something. right now Big map is entierly time advanatages to person controling the map
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Moveing naval units is verry anoying. Please put some way of just droping it on a sea zone and it goes there without turning red if you are going over land. if it cant reach put it at the closest spot using the shortest distance. ALSO when navel units fight land units NOT in citys BUT in lines they get stuck on land and again they should always be able to move back to a sea zone using shortest move.
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07.03.2011 u Large-army wars
I agree with you on the big Map time issue. when playing a game like that there is a disadvantage to being the defender even if you have supirior force strength due to time restraints. Att. player needs only set citys to auto and then strike you every turn in any city you did not have the time to look at and see it needed some more troops there. This also makes a counter attack almost inpossible or you will loose alot of land atempting it.
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Thats so true. But lets make it so that can happen. imagin you take on 4 other players and keep withdrawing into smaller and smaller map space but during this time your infentry go from a normal defence score to a +10 to defence. your capital would be verry hard to take even though you had almost no chance to attack back. But your oponent would also have a few +s to his guys attack's by then
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07.03.2011 u New Upgrades
Awsome post they should Just take away the hide option and just shade out the ones you cant buy yet to make it so people can better plan how to spend SP
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In WWII Battleships were determined to be Obsoleet because of bombers. a bomber group would distroy battleships. As of right now battleships are a great way to control sea zones and thats awsome. BUT they need a weekness so if you see a 50 stack comming at you you can do something about it. I feel Bombers should be verry good VS battleships On the other hand it has been determind in wars like Afgan,Vietnam and WWII Air suport is great VS armour because they are hard to hide and require fuel to relocat but VS Infentry there week because Infentry can hide in bomb proof bunkers,Caves or any obtrical that hides them from the view of aproching aircraft, so to reflect this infentry should get some kind of bonus VS Bombers. I hope you take my Ideas to heart becasue it will inprove the all around Battle system in the game.
Suggestions
Inf+5DEF vs bomber
Bomber +6Att VS Battleship
Obviosly if infentry are attacking a place with air suport they will almost always loose thats why i think puting it as a bonus vs there defence on incoming airstrikes is a great way to keep game ballanced
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Yes any unit soucl LVL up I dont feel there would any imbalance to the game becasue Both defending and attacking troops can gain the bonus.
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I like idea but it needs to be posted so all who play can see how troops interact and move acording to the system proposed.
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07.03.2011 u RESOLVED: Clock Issue
I think time should only be alowed to be changed by Person in chage of the game this way some one dose not build a nice strategic map and a nice long turn to alow for stratagy and then 3 players come in and ruin what he was trying to do by voteing for a blitz on him(or her) but i also feel that it should be put to a vote it Moderater proposes a change. I for one like 8-12 min turns and i post it in the game title to make shure those who join know its a stratagy and not a blitz game.
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I attacked a tank line that was over water spot and won with my battleship. on the next turn they moved to land where one of the tank units had been and were stuck for remainder of the game there.
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06.03.2011 u Stopping Rushing
I would like the option personaly, I hate people rushing me its like playing chess and the guy just picking up your king on his first turn and saying GG. no one gets to play.
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05.03.2011 u RESOLVED: Clock Issue
I just got done playing an interesting game and i was agrovated because i would have won or atleast done much better but i lost rather fast due to the clock. here is the issue.
Attacking player can just auto build troops and launch away without ever fearing a counter attack because on a wolrd map the defending player has to build specific to the defence they need in area under attack then move units into place to defend. Not only do they have to look at force strength and defending multiple locations they also have to look at whats the next move and how to launch a counter strike. the Clock gives the defender no time to even move all there units into position or look at the map when your under attack in multiple countrys. this i feel makes the game verry unballanced and less of a game of skill and more a game of who has the better mouse, eye cordination.
I would like to see some form of clock fix for this problem maybe make MIN time for turns 4min and they only go shorter if everyone ends turn. i think at first people will complain but i also think that this will make the game way more strategic.
you could always have a blitz button that alows games of less then 4min turns but cant be changed once the game is underway.
I really like this game and want to see it grow but unfortionatly the current turn system gives new players a Major handycap.
So in a nutshell Big map defender has smaller troop size and no time to plan a good offence=Defender looses always due to time out Expecialy when out numbered.
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If a Unit wins alot of battles it would be cool if it leveled up. maybe 1 of the unit adds a bonus to any unit attacked to it.
Stacking them would also be nice as long as its not the same bonus
EX. infentry wins a tuff fight and 1 of them gets a +1 on att now all infentry in that unit attached to it get the +1 to att later your bomber win a great defence so 1 of them levels to a +1 defence for bombers attached to it now the 2 units combine and all infentry units get +1att and Air units get +1 defence later another unit combines with them and you have another +1 att infentry unit in there but the bonus stays at +1 to att.
you could goto any number for each unit 1-10 i think this would add alot of flavor to the game.
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05.03.2011 u Large-army wars
Make game turns longer
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05.03.2011 u Generals and Leaders.
AWSOME IDEA!! and it could Level up your units under generals leadership
Ex. Army general(PIC)all infentry att+1
i think you should get to pick 1 general at start then gain more durring play as reward for winning battles, also i think you should be able to loose your general if you loose the conected unit he is asigned to.
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05.03.2011 u Strategies
Like it but your better off going around lol
How about not being able to fly over non friendly airspace and giving all countrys a starting airforce.

Also could add Sea zones and do the same thing for port citys and naval units
set it up as defencive lines you cant see without a spy plane
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05.03.2011 u Show more stats
Thumbs UP to this one
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05.03.2011 u Ideas and suggestions
Transports and Air transports ARE WAY OVERPRICED!! a bomber full of bombs is the same cost as 1/4 of a air transport? Also if you add the cost of the troops you plan on transporting it makes bombers WAY WAY to cheep or transports WAY WAY to expensive to acive the same result. ALSO: makeing it easyer to move troops by air would increase defensize stratagys for the game.
And see transports again to expensive. But if you acount for the amount of units that a see trans can move its much more ballanced then the air unit even though in real life the Sea transport is much more costly to build then 1 bowing 747

also is AW a reprezentation of 1 platoon or Battalion or ARMY? what is the Unit size? maybe you could put that under discription to add flavor to the game.

Lastly Need a way to end turn when someone becomes disconected or leaves during a 10min time stratagy game. like a tic box that makes turn auto end in X second after all but last player has finished turn.
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Thubs UP on Both
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05.03.2011 u Special unit ideas
I think artilery is the Main unit missing from game.
Here are a few notes on artilery for you
They Hide! yes like merines or special ops you dont know where they are unless you look for them.
they dont have to be in the same space there attacking so you could attack with artilery and your oponent would never know where it came from or what kinda force size it is(unless spoted)
Lastly Artilery have the ability to act as anti-Air units(not by designe) so lets say your oponent hits you with a stack of bombers your atilery should get a wack at them every turn timm your or there troops are dead. if planes would hit artilery now knowing where they are.
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05.03.2011 u A few idea's
I Disagree with the implimentation of refueling but agee with the Idea. Planes on Land spaces should be able to refule from ground suport type vehicals so ther is no need to change that, on the other hand if ground suport vehicals cant get to the planes then there has to be a carrier or some army avalable for them to resuply them. Example turn you fly your plains to bomb my capital now the plain has no way to refuel because its way outside your controled map space and cant refuel so it must use its remaining movement to fly to either a suporting army in my country or land on frinendly terain, (aircraft Carrier would be the same thing only ocean force) also a number of plains needs to be determined Per Unit Example 1 tank unit can resuply 1 aircraft, maybe 3 infentry to resuply and 1 aircraft carrier resuply of maybe 5-10. as far as airports go it would make for a nice addition but most milliterys are designed to land on any flat terain as long as iy is controled by them they would make a make shift airport no mater where they are in the world. Special units you may argue need airports this one i would suport.
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