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16.01.2013 - 01:16
Blackshark
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Example: I like SM but it's not that good for expanding in 10k (except Spain), instead I would like to expand with imp, then switch back to SM.

So I want to be able to choose my strat for expanding

During battle phase you are now SM, or any other 'normal strat' you picked.

Or, add special expand versions of strats.
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16.01.2013 - 02:21
This has been discussed, it would be op.

each strategy has it's strengths and weaknesses, it's up to you to utilise them
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16.01.2013 - 18:25
On the one hand I do think as arbitrator already mentioned, it would be too OP, but on the other hand if everyone had this ability, it could maybe be balanced.

I would rather say an ability to be able to change your strategy once in a game. It could give a little more excitement to the game, since your opponent could change their strategy and this could also open up new ways out game play (since for example a 3v3 includes mostly the same things happening, I'm sure you know what I mean). Now I am aware that this could be a little to OP in some cases, so I suggest that you can only change your strategy once in a game and only in a certain Fturn, I would say turns 6,10,14... Because this way you can't "spam new units that you need for your new strategy in the spawn Weeks and so I would think it's best to have it in between the reinforcement turns. Also if you change your strategy, there should be a message to all the playing players saying "BeerTanK has changed his strategy" this way, the opponent can test and see what strategy the player has changed to. Also the reason that I suggest it starts at turn 6 and not 2 is for avoiding this to be used to expand 1st turn to be able to attack much, this way it can not be abused.

I think that this might help spice up the into a battlefield giving it more the sense of "surprises"as a battlefield should be.

A good example as to where this can be used is if say in a 3v3, the last remaining countries are Turkey and UK where Turkey has most if Russia, Balkans and Belarus, Poland, maybe Finland and Italy, and UK has all western cities including Germany. The strategies are, Turkey imp and UK perfect defense. Now the east of EU+ is known as having a lot of spawn points. But if you have all the cities of the western countries, you can match the spawn of the east Europe, since Russia is further away from the battlefield. As for money, UK should have a higher income than Turkey, but Turkeys income should be not so bad either. Now normally with two almost equally skilled players, should lead to UK winning since pd is almost impossible to defeat with imp. Also the reason that turkey is imp is because Turkeys income only having Balkans is less and you need to use units as cheap as possible. However this doesn't apply to our setting anymore, in out example turkey already has enough money and income to be able to use for example pd aswell.

This will mean that Turkey can switch to pd with his spawned units coming to west, however, now that UK knows that turkey has changed strategy, he must figure it out and pick the best counter strategy for it. This can give turkey to push through unless UK decides to take a risk and changes to sm hoping that Turkeys new strategy isn't strong against sm. This way turkey can still have a chance of winning. And since its allowed only once a game, people will be careful about wasting it. Which would make the game even more exciting.

Also, I think this change of strategy should be done before the new turn starts, the reason fit that is that, if let's say in a3v3 turkey being imp has decided to gather inf and turn 6 change to pd and capture Kiev (opponent capital). Ukraine can still recap because Turkey will not have much money left to put more inf to defend Kiev meaning that if Ukraine had fore seen this rush and defended his cap, tyrkey will not have much to defend, so ukr in the beginning if the next turn could possibly change to DS to take out to recap(as he foresaw the attack, he should be able to recap) if he didn't for see the rush, and didn't defend cap, he can still use the troops he would have defended with to attack and still have some chance to recap. And if course, if Turkey fails its obv that he'll lose in the end cause pd and low on money.

So let me hear what you guys think. I will also post this as a new topic tomorrow as I think its a good idea to change up and make the battlefield more unpredictable than it is in some cases (mostly 3v3's)

Thanks for reading, cya around!

Also there might be some mistakes or misunderstandings in the text, but that's my auto correction on my phone..so yea lol >.>
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17.01.2013 - 02:25
Blackshark
Účet vymazán
Napsáno Milkyy, 16.01.2013 at 18:25

On the one hand I do think as arbitrator already mentioned, it would be too OP, but on the other hand if everyone had this ability, it could maybe be balanced.

I would rather say an ability to be able to change your strategy once in a game. It could give a little more excitement to the game, since your opponent could change their strategy and this could also open up new ways out game play (since for example a 3v3 includes mostly the same things happening, I'm sure you know what I mean). Now I am aware that this could be a little to OP in some cases, so I suggest that you can only change your strategy once in a game and only in a certain Fturn, I would say turns 6,10,14... Because this way you can't "spam new units that you need for your new strategy in the spawn Weeks and so I would think it's best to have it in between the reinforcement turns. Also if you change your strategy, there should be a message to all the playing players saying "BeerTanK has changed his strategy" this way, the opponent can test and see what strategy the player has changed to. Also the reason that I suggest it starts at turn 6 and not 2 is for avoiding this to be used to expand 1st turn to be able to attack much, this way it can not be abused.

I think that this might help spice up the into a battlefield giving it more the sense of "surprises"as a battlefield should be.

A good example as to where this can be used is if say in a 3v3, the last remaining countries are Turkey and UK where Turkey has most if Russia, Balkans and Belarus, Poland, maybe Finland and Italy, and UK has all western cities including Germany. The strategies are, Turkey imp and UK perfect defense. Now the east of EU+ is known as having a lot of spawn points. But if you have all the cities of the western countries, you can match the spawn of the east Europe, since Russia is further away from the battlefield. As for money, UK should have a higher income than Turkey, but Turkeys income should be not so bad either. Now normally with two almost equally skilled players, should lead to UK winning since pd is almost impossible to defeat with imp. Also the reason that turkey is imp is because Turkeys income only having Balkans is less and you need to use units as cheap as possible. However this doesn't apply to our setting anymore, in out example turkey already has enough money and income to be able to use for example pd aswell.

This will mean that Turkey can switch to pd with his spawned units coming to west, however, now that UK knows that turkey has changed strategy, he must figure it out and pick the best counter strategy for it. This can give turkey to push through unless UK decides to take a risk and changes to sm hoping that Turkeys new strategy isn't strong against sm. This way turkey can still have a chance of winning. And since its allowed only once a game, people will be careful about wasting it. Which would make the game even more exciting.

Also, I think this change of strategy should be done before the new turn starts, the reason fit that is that, if let's say in a3v3 turkey being imp has decided to gather inf and turn 6 change to pd and capture Kiev (opponent capital). Ukraine can still recap because Turkey will not have much money left to put more inf to defend Kiev meaning that if Ukraine had fore seen this rush and defended his cap, tyrkey will not have much to defend, so ukr in the beginning if the next turn could possibly change to DS to take out to recap(as he foresaw the attack, he should be able to recap) if he didn't for see the rush, and didn't defend cap, he can still use the troops he would have defended with to attack and still have some chance to recap. And if course, if Turkey fails its obv that he'll lose in the end cause pd and low on money.

So let me hear what you guys think. I will also post this as a new topic tomorrow as I think its a good idea to change up and make the battlefield more unpredictable than it is in some cases (mostly 3v3's)

Thanks for reading, cya around!

Also there might be some mistakes or misunderstandings in the text, but that's my auto correction on my phone..so yea lol >.>
Read the whole thing, very intresting what you typed there, and I support!
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17.01.2013 - 09:42
Napsáno Goblin, 17.01.2013 at 06:25

Napsáno Milkyy, 16.01.2013 at 18:25




Perhapse this could be as an option when creating a game ...but still switching from turkey imp to pd would for instance make impossible for ukraine to cap turkey in any way, cuz the player wouldn't have enough money to kill so much infantry even with DS.


yea I know, the idea it self has flaws in it for sure but if this somehow can be balanced out, it could help in a situation like in my 1st example. What I also though about was maybe you have to destroy units which can mean that the amount of inf u have atm decrease by the amount u could have bought them, so in pd inf costs 50 (if im rembering right, and of course this defers for different people) and in imp 30, so if you have lets say 60 inf, you would have to destroy 24 inf the same turn you change your strategy, or maybe this could be done automatically decreasing ur inf in all cities equally or something. And than this could be applied to all units. If a player will have to destroy units, the game could be paused in between the turns while he is doing that.. idk, its just a suggestion.
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18.01.2013 - 10:12
None of that... Fruit's thread "Ideas for spending SP after rank 10" has a solution that is related and superior.
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hue
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