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Berichten: 6   Bezocht door: 55 users
28.08.2013 - 12:23
1. Retreating units - It would be cool that after enemy captures your city, not all units die, which is a bit unrealistic, but rather some 15% of 'em ( like in real war ) survive and spawn in the nearest free city. That would make a push through country a bit more harder.

2. Country by Country - Now, this is THE MOST important thing i'd want to see changed. OK. So, i got this idea from Darkest Hour: A hearths of iron game. This game doesn't allow you to take (for instance) Bosnia from Romania, before capturing Serbia (if you assume Serbia doesn't belong to some of your allies). Now, this brings a huge realism to game.

3. Cutting off supplies - This is something i saw in some mods for 'A hearths of iron'. It goes like this - if you surround 1 of the players country, for instance, player holds Chad, and you hold surrounding countries you have cutted off opposing players supplies - which means that player cant make reinforcements in that land ( BUT ONLY ASSUMING CHAD WAS YOURS' AT THE BEGINNING !)

4. Simultaneous capturing of opposing countries - Now i find this a nonsense xD. Being able to take, lets say, Nepal from India, and India from Nepal IN SAME TURN, is just hilarious. How do i see solution to this problem ? Well, player who has concentrated more attacks on the opposing players city gets that city, while other player gets nothing ( for instance, if i attacked Berlin from Warsaw, and opposing player attacked Warsaw from Berlin, if my attack is bigger, i get Berlin, and opposing player gets nothing.)

5. Units production - Ok, so this idea is very simple. Like in real war, if you capture some country, you will get the recruits (like you get them in a game), which we call "Unit Production". But the thing is, you wont get as many recruits as you would get in your own home country. So, my solution to this problem is to raise the percentage of reinforcements you get in your home country. So, if US captures Mexico, Mexico will give 100% reinforcements (every 3 turns), while your home country will give you 300% reinforcements (every turn)

6. Wf option - give a player an option to able/disable wallfucking first turn (so many people rage frequently about that)

7. New gamemode - U basically win this gamemode by killing all VISIBLE players units ( its like hardcore version of total annihilation )

8. Improved "Capture neutral country" gamemode - let players to pick the selected country. They will gain SP as they are holding the objective, but result will be that all players will be vs him. This would be also good in team game, for instance, 1 team needs to defend Germany ( and gets SP while doing that ), while other tries to take it. This is a gamemode with loads of potential in it. So much potential, that it could bring competitive side of AtWar to its best. Also, if neutral country is not selected by player, let neutral countries auto-produce units ( which would make this gamemode EVEN MORE competitive ).

9. More players per game - This is something i don't need to explain xD



Ok, this was my wishlist. Let me guys know what you think about it, and feel free to post some of your ideas too !
Laden...
Laden...
28.08.2013 - 12:44
Dragon
Account verwijderd
1. jesus
2. christ
3. everyone
4. please
5. stop
6. making
7. up
8. crazy
9. ideas
Laden...
Laden...
28.08.2013 - 12:50
#8 it would take too long to find stealth units and make people quit so i doubt that will happen. and number 4 its called turnblocking if your moves counts and the other doesnt. Also game mechanics in #5 doesnt allow additional units the casualties system only decrease the reinforcements. overall good ideas not great game performance
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Laden...
Laden...
28.08.2013 - 12:54
Geschreven door Richthofen, 28.08.2013 at 12:50

#8 it would take too long to find stealth units and make people quit so i doubt that will happen. and number 4 its called turnblocking if your moves counts and the other doesnt. Also game mechanics in #5 doesnt allow additional units the casualties system only decrease the reinforcements. overall good ideas not great game performance
exactly, thats why I said only VISIBLE units, strictly because stealths would be so hard to find
Laden...
Laden...
28.08.2013 - 13:26
Geschreven door Death1942, 28.08.2013 at 12:54


There's alot of stuff in here... Too much do discuss in one thread. I think you should choose your favorite ideas and present them in separate topics.
Laden...
Laden...
01.09.2013 - 10:58
"1. Retreating units - It would be cool that after enemy captures your city, not all units die, which is a bit unrealistic, but rather some 15% of 'em ( like in real war ) survive and spawn in the nearest free city. That would make a push through country a bit more harder."
So a decent amount of the troops you sent to a large fight leave? Or kill enemy units then leave? NO

"2. Country by Country - Now, this is THE MOST important thing i'd want to see changed. OK. So, i got this idea from Darkest Hour: A hearths of iron game. This game doesn't allow you to take (for instance) Bosnia from Romania, before capturing Serbia (if you assume Serbia doesn't belong to some of your allies). Now, this brings a huge realism to game."
This isn't exactly a very realistic game. Do not support

"3. Cutting off supplies - This is something i saw in some mods for 'A hearths of iron'. It goes like this - if you surround 1 of the players country, for instance, player holds Chad, and you hold surrounding countries you have cutted off opposing players supplies - which means that player cant make reinforcements in that land ( BUT ONLY ASSUMING CHAD WAS YOURS' AT THE BEGINNING !)"
So the cities don't have people or resources in the country to help fight while surrounded? Unrealistic

"4. Simultaneous capturing of opposing countries - Now i find this a nonsense xD. Being able to take, lets say, Nepal from India, and India from Nepal IN SAME TURN, is just hilarious. How do i see solution to this problem ? Well, player who has concentrated more attacks on the opposing players city gets that city, while other player gets nothing ( for instance, if i attacked Berlin from Warsaw, and opposing player attacked Warsaw from Berlin, if my attack is bigger, i get Berlin, and opposing player gets nothing.)"
May aswell throw away the T.B. system at this point. Unrealistic, becuase the smaller army could just maneuver around the larger army. Do not support

"5. Units production - Ok, so this idea is very simple. Like in real war, if you capture some country, you will get the recruits (like you get them in a game), which we call "Unit Production". But the thing is, you wont get as many recruits as you would get in your own home country. So, my solution to this problem is to raise the percentage of reinforcements you get in your home country. So, if US captures Mexico, Mexico will give 100% reinforcements (every 3 turns), while your home country will give you 300% reinforcements (every turn)"
300% recruitment of units every turn? tweek that

"6. Wf option - give a player an option to able/disable wallfucking first turn (so many people rage frequently about that)" http://atwar-game.com/forum/topic.php?topic_id=9636

"7. New gamemode - U basically win this gamemode by killing all VISIBLE players units ( its like hardcore version of total annihilation )" Doesn't make much sense to me

"8. Improved "Capture neutral country" gamemode - let players to pick the selected country. They will gain SP as they are holding the objective, but result will be that all players will be vs him. This would be also good in team game, for instance, 1 team needs to defend Germany ( and gets SP while doing that ), while other tries to take it. This is a gamemode with loads of potential in it. So much potential, that it could bring competitive side of AtWar to its best. Also, if neutral country is not selected by player, let neutral countries auto-produce units ( which would make this gamemode EVEN MORE competitive )." I support this idea

"9. More players per game - This is something i don't need to explain xD" I support this as well
Laden...
Laden...
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