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Remove turn cost for buildings... they should be expensive but a one-time cost (low maintanance)
No, it's fine.
It will reduce building spam, especially in competitive Europe+ games. You'll need to be wise where and which building to buy (build).
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I do not oppose this change. It would be nice to build military bases in your cities though.
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My idea for a building unit...
Market
Markets would cost the same as any building, but would have a negative upkeep, ergo giving the player income in the long run. This would allow players to focus some of their cities on economy, giving them more money to fight on the frontlines. The amount of negative upkeep is something to be considered, I have ideas like -70 or -100, requiring 10 or 7 turns to make their money back respectively.This would transform Africa combat, just like the recruitment centers are going to transform Balkan combat. Thanks for reading
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Great change that should hopefully shake up this game's stagnant meta. Looking forward to it
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Samson14 Účet vymazán |
Can you add a building that improves the ECONOMY of the city/country? Something that increases resource production every turn, i.e. a bank or trade center.
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Napsáno Elijah, 08.12.2017 at 16:58
My idea for a building unit...
Market
Markets would cost the same as any building, but would have a negative upkeep, ergo giving the player income in the long run. This would allow players to focus some of their cities on economy, giving them more money to fight on the frontlines. The amount of negative upkeep is something to be considered, I have ideas like -70 or -100, requiring 10 or 7 turns to make their money back respectively.This would transform Africa combat, just like the recruitment centers are going to transform Balkan combat. Thanks for reading
And/or a bank, yes. Fascinating idea!
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Embrace the void
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Finally some update to shake up the game. tiredof playing same thing.
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Hi
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Immensely happy that buildings are finally going to be added , even though i am a bit scared it will somewhat destabilize the competitive side of the game the most out of all.
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King Chris Zveřejněné: 42 Od: Dominikánská republika
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AWESOME
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Name:Chris
Occupation: Vortex Via
Active: Yes
#FreePalestine
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Fascinating ideas! I like the concept, overall, and the examples you are testing seem sound. Thanks for the new dimension to the game!!
A few thoughts from someone who loves units (and atWar) and has had some success with various World Map clones supplementing the standard unit list:
~ there are already AA units, so I don't see the point in having another AA-type unit, unless 1) you plan on removing the existing AA guns from the unit list, or 2) the AA buildings would have higher defense for something like missiles.
~ the radar sounds like a neat idea, but the range sounds pretty large to me. In my clones, I set the Spy Satellite (air rare) to 50R and 200V, and that 200 view is seriously OP when it comes to stealth detection radius! At face value, being able to build 150 view range in any city for "only" 700 cash is alarming. By contrast, with the cheap support upgrade, you can get Sentry Planes for 350 each (60 view) and cover more ground in the open areas between the stealth radii of your defense lines around your cities. What is your rationale for making the radar range so large? Are radar installations that more effective in real life than reconnaissance aircraft in terms of detection radius? I would recommend no more than maybe 100 view for a radar installation.
~ as others have posted, I would fully support a Market or Bank or some sort of Commerce Building that would have negative maintenance costs, so that it would be effectively a modest source of additional income.
~ it would be potentially great to be able to claim an opponent's building as yours if you conquer a city that has a building in it.
That's all I can think of for now. I should try the test map and see how it goes.
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Embrace the void
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I think it would be really nice if we could make something related to transport,its very annoying how unconnected you can be with the more sparsely populated areas,and lose them easily to a concentrated attack,for example russia will always lose far east to lets say japan,even tho in real life it would move units from its population centers to the far east to fight,and i don't think carriages (or other land transport in custom maps) are a good solution,because in real life you can move units(or anything else really) along highways and railways,that are expensive and cover 1 rout(you shouldn't just make a train unit that lets you move units anywhere,but rather make an infrastructure building-road or railway that links 2 cities and lets you move units faster)
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So,what i would suggest is that you can build a railway link between 2 cities,and get bonus movement range for any unit you move from one city to the other
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Napsáno Guest, 08.12.2017 at 18:18
Holy shit, i remember reading about buildings years back. cant believe we're getting them. Personally i think you should add it as option to disable them. I think this will effect competitive play and not in a good way.
only if nub
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Can we buy them on upgrades?
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I think that should be for premium players only.
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I think they should cost 1k btw, this should be a major strategical investment.
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We are not the same- I am a Martian.
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Napsáno Chess, 08.12.2017 at 19:39
Imp
Now that you mention it...
How am I supposed to rush imp now?
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With the new update HW infnatry chance to roll 5 def is equal to imp inf atk to rolls 1 or 2
Now Don is officially AtWar's most powerful player
(Also great update. thanks for everyone involved!)
He already was...
As for the updates, new updates are always fun!
Maybe they even make me wanna play the game again
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Don Zveřejněné: 317 Od: Srbsko
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Bb rushers, rest in peace Steve Aoki
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Fears are strong
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Napsáno Chess, 08.12.2017 at 19:39
Fortifications is OP. Imp/GW Ukraine will receive a lot of attention with this building.
Most of these buildings improve defence which rewards a very defensive playstyle.
This might hurt game dynamics, as it makes "turtling" easier.
True, we will see more lategames I assume
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Do you fear death? Do you fear that dark abyss? All your deeds laid bare. All your sins punished.
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Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.
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Napsáno Don, 09.12.2017 at 05:46
Bb rushers, rest in peace Steve Aoki
Agree, the time of the cap rusher is coming to an end.
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"Agree, the time of the cap rusher is coming to an end."
I can smell some truth in this statement.
This addition will make the game much more appealing to newbies too.
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Napsáno Don, 09.12.2017 at 05:46
Bb rushers, rest in peace Steve Aoki
Agree, the time of the cap rusher is coming to an end.
Napsáno Ivan, 09.12.2017 at 06:23
Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.
i think its good to decrease maximum tb chanse to 25% or something less if its possible.
will make a more skilful and less chanceful game
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*enough atwar, leaving it for the game of real life
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I think this is a good idea! Looking forward to seeing it in the game
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Recruitments center is a fresh idea, I like that. should be added.
Radar is good too, its similar to the sentry plane ( no it doesent spot marines in a huge range, it just lifts the fog)
here is its actuall range in which it can spot stealths:
About the forts, we see them all the time in scenarios its nothing new as an unit, it probably needs a balance, don't think its good in its current form.
but yeah add them to the live server we could test them in games and see how all of them preform, then we can decide.
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''Everywhere where i am absent, they commit nothing but follies''
~Napoleon
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How about something that makes all the units in the city stealth?
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Napsáno Cthulhu, 09.12.2017 at 15:30
How about something that makes all the units in the city stealth?
I'm not sure we're ready for cloaking devices in the standard set of units. That's sci-fi stuff. Neat idea, though.
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Napsáno Elijah, 08.12.2017 at 16:58
My idea for a building unit...
Market
Markets would cost the same as any building, but would have a negative upkeep, ergo giving the player income in the long run. This would allow players to focus some of their cities on economy, giving them more money to fight on the frontlines. The amount of negative upkeep is something to be considered, I have ideas like -70 or -100, requiring 10 or 7 turns to make their money back respectively.This would transform Africa combat, just like the recruitment centers are going to transform Balkan combat. Thanks for reading
^
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Napsáno Don, 09.12.2017 at 05:46
Bb rushers, rest in peace Steve Aoki
Agree, the time of the cap rusher is coming to an end.
Napsáno Ivan, 09.12.2017 at 06:23
Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.
i think its good to decrease maximum tb chanse to 25% or something less if its possible.
will make a more skilful and less chanceful game
make new thread I have a lot to argue with you about
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Napsáno Guest, 08.12.2017 at 18:18
Holy shit, i remember reading about buildings years back. cant believe we're getting them. Personally i think you should add it as option to disable them. I think this will effect competitive play and not in a good way.
I agree! It's a goid idea to give the map makers options as to whether or not to use them as this is a good dynamic change but not necessarily good in every situaltion. Paticularly in general competitive play.
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Thanks for playin!
W
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Napsáno Ivan, 09.12.2017 at 06:23
Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.
Oh, right, like the General Cost upgrade...yeah, that would work, as well...but since it would be a building, then it would reduce the maintenance costs of units only in that city, though, correct?
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Embrace the void
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Napsáno Cthulhu, 09.12.2017 at 15:30
How about something that makes all the units in the city stealth?
I'm not sure we're ready for cloaking devices in the standard set of units. That's sci-fi stuff. Neat idea, though.
It's not sci-fi
Give all soldiers inside civilian clothing or get them to hide underground.
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Does it only bother me that you have to wait for the reinf from the recruitment center till the next recruitment week?
i would make it work immediately...or at least the next turn
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Napsáno Waffel, 09.12.2017 at 05:29
With the new update HW infnatry chance to roll 5 def is equal to imp inf atk to rolls 1 or 2
Now Don is officially AtWar's most powerful player
(Also great update. thanks for everyone involved!)
He already was...
As for the updates, new updates are always fun!
Maybe they even make me wanna play the game again
Oh god no ... xD
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A certain darkness is needed to see the stars..
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I can not believe my eyes WAAAAAAAAAAOOOOOOOOW !
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Jewing is my jew.
Kebab reich stronk
Eat kebab
Drink ayran
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Napsáno Cthulhu, 09.12.2017 at 15:30
How about something that makes all the units in the city stealth?
Oh god that would make ukr vs turk a guessing nightmare
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Napsáno Cthulhu, 09.12.2017 at 15:30
How about something that makes all the units in the city stealth?
How about thats the worst idea i ever heard in my life?
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Napsáno RatWar, 08.12.2017 at 18:39
~ as others have posted, I would fully support a Market or Bank or some sort of Commerce Building that would have negative maintenance costs, so that it would be effectively a modest source of additional income.
Added Bank building, it currently reduces upkeep of every unit in the city by 10. Unfortunately, I noticed that it's not reflected correctly in the Finances menu and in the bottom toolbar, that's something that will need to be fixed. But the amount of money you actually receive per turn is correct.
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Napsáno Cthulhu, 09.12.2017 at 15:30
How about something that makes all the units in the city stealth?
Oh god that would make ukr vs turk a guessing nightmare
Imagine lategame where 1.2k units go missing mysteriously
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Great idea. Supported.
Another idea i have is the classic starcraft idea and upgraded units. Like you make a research facility and have it research a troop type that leads to improvements of the troop. I don't know how the coding would work etc, but if there was a way that i could go GW, make an expensive research facility to upgrade my militia/marines, i think it would help people with strong money skills scale well into the late game. Just a thought. For example make this research facility a "city" that's 5k to make, and every time you want to upgrade a troop, you have to put x dollars money down research grant, and wait x turns for the research to be completed, and implemented.
I personally would make it not included on a city, rather it's own city that after it is destroyed, your troops go back to normal/ the research that has been completed. This would add more complication to defending, since you have to defend your capital and this facility. Plus would promote multi-front attacks. To avoid issues, you can only destroy this facility, not hijack it.
Perhaps the city with the research facility rocks a triangle, while the normal cities are circles, and your capital rocks the flag.
-Freeland
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-Freeland how cliche after every post.
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Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly
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It would be a good idea to make them an upgrade when they come out since the reasoning behind upgrades is to limit options for low ranks and using them is imo even harder than balancing inf and tanks
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Napsáno IHavok, 13.12.2017 at 21:06
Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly
Yes, they're destroyed. I was thinking of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.
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Napsáno LukeTan, 13.12.2017 at 21:36
It would be a good idea to make them an upgrade when they come out since the reasoning behind upgrades is to limit options for low ranks and using them is imo even harder than balancing inf and tanks
Yes, they will be upgrades. I think it's better to introduce them gradually, and to avoid confusing new users.
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Napsáno Ivan, 14.12.2017 at 02:01
Napsáno IHavok, 13.12.2017 at 21:06
Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly
Yes, they're destroyed. I was think of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.
I think you should never change them being destroyed.Because if my opponent wants to troll or he is just stupid he will spam buildings in all his cities giving me upkeep i didnt ask for and buildings i might not need at all.
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Napsáno Ivan, 14.12.2017 at 02:01
Napsáno IHavok, 13.12.2017 at 21:06
Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly
Yes, they're destroyed. I was thinking of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.
Having "capturable" buildings (or even units?) would be a nice addition to custom maps and scenarios. For exemple, we could CAPTURE the ring (to rule them all), or prevent the Silmarils from being destroyed. Support
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I feel like ( Buildings) could foreshadowing one of the new strategies ( Scorched Earth). Imagine that building are special unit that can be captured -by conquering enemy city- and strategies like scorched earth may allowed player to destroy all the building in the next following turn- In order to not let enemy get a hold of it. Also I wonder if a Unit's collateral damage may give a certain chance that a building may be destroy when taking an enemy city. This could make a dynamic change to the play style of the game.
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Hi
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Napsáno Nations, 14.12.2017 at 02:30
Napsáno Ivan, 14.12.2017 at 02:01
Napsáno IHavok, 13.12.2017 at 21:06
Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly
Yes, they're destroyed. I was think of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.
I think you should never change them being destroyed.Because if my opponent wants to troll or he is just stupid he will spam buildings in all his cities giving me upkeep i didnt ask for and buildings i might not need at all.
Why your opponent would want to troll you? If I'm your opponent, and I'm losing my land, I'll try to make you as miserable as I can so I can beat you, and that is a perfectly valid strategy, it makes perfect sense to let you as much burden as I can in my former territory
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