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Subject: Anything Else?last
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1)Johnny(Overlord)
I believe I've now implemented all of the major in-game features I had planned.  I can always add objects and functions in the future, of course, I think I'm caught up on the to-do list.

Can anyone think of anything I'm missing??

If not, I'd say it's time to officially go to beta.  Then I can focus on finishing up the site upgrades (discussion groups, country profiles, etc.).
the ability to draw borders before theyre made by two countries on the map?

AND group clone attack. select a group of units to make the same attack.
3)Johnny(Overlord)
QiKe wrote on :
the ability to draw borders before theyre made by two countries on the map?
I'm not quite sure what this means.


AND group clone attack. select a group of units to make the same attack.

That may be doable.
varied topography, and with that, varied speeds over terrains.  Maybe an increased speed over your own land.

I believe I posted some of the thoughts earlier.

The terrains I would like to see are...

Deserts, dunes, hills, mountains, plains, swamps, forests, snowy fields, shallows (that troops can move slowly in), and any other you may come across.

I especially like the idea of impassable mountains...
5)Johnny(Overlord)
Tim_the_Surveyor wrote on :
varied topography, and with that, varied speeds over terrains.
Variable terrains would most likely need to be implemented in a version 2 of the game.
I know that this has been addressed before, but how about a dredge function on the construction trucks to be able to make canals? 

You would need to make it cost prohibitive to make your own lakes.  Maybe make it like $1000 per sector (or more).

I could foresee people using a moat as a defensive structure.  As we have found from your invasion of me, you can't really use turrets as a defense.  If someone wanted to invade, they would have to make a bridge.  Makes for a bit slower invasion.
Johnny wrote on :
Variable terrains would most likely need to be implemented in a version 2 of the game.
But, but, but...  well you could include a speed variable now.  Set taking vacant land as a speed of 100% and taking someone else' land at 80% and crossing your own land at say 130%. 

This means a jeep takes 13 sectors now.

Taking raw land would still be 13 sectors.
Taking "owned" land would be reduced to 10 sectors.
"moving" across your own land would be 17 sectors.

In theory, even though you have no troops on a sector, your troops would be weary as there may be booby traps and such and moving through your own land would be "care free".

Varied terrains would be an extension of this later...
Land and Sea mines...  Allies could see 'em but not enemies. 

Place by construction truck either on land or in a transport.

You could even mine bridges, they wouldn't detonate on friendly troops...  Just don't know how to establish what is friendly to a bridge that you don't own.

But still, it would be nice to have another way to defend your borders. Moats with mines...  REALLY COOL
QiKe wrote on :
the ability to draw borders before theyre made by two countries on the map?
I believe he wants to be able to draw like a black line, similar to pins, that the alliance could see, and alter, to negotiate proposed borders and to follow when taking land so you don't absentmindedly cross agreed lines.  This is especially important on Cmap as is it sooo big, people will be laying claim to borders way away from their current position.
Radar/Sonar stations, to see nearby ships if not all units within a certain radius.
11)QiKe
Tim_the_Surveyor wrote on :
I believe he wants to be able to draw like a black line, similar to pins, that the alliance could see, and alter, to negotiate proposed borders and to follow when taking land so you don't absentmindedly cross agreed lines.  This is especially important on Cmap as is it sooo big, people will be laying claim to borders way away from their current position.
sorry i was very vague, this is what I meant Johnny
Tim_the_Surveyor wrote on :
But, but, but...  well you could include a speed variable now.  Set taking vacant land as a speed of 100% and taking someone else' land at 80% and crossing your own land at say 130%. 

This means a jeep takes 13 sectors now.

Taking raw land would still be 13 sectors.
Taking "owned" land would be reduced to 10 sectors.
"moving" across your own land would be 17 sectors.

In theory, even though you have no troops on a sector, your troops would be weary as there may be booby traps and such and moving through your own land would be "care free".

Varied terrains would be an extension of this later...
I agree that terrian types would be the next big thing to impliment.  I'd say it should not only change movement, but provide resource modifications, and combat bonuses.

Some sort of "Air Superiority" command for an airbase, for intercepting dectected incoming air strikes. 

I could see an Carrier unit as well, although it'd have to be expensive.
Artillery and railroads.  Pretty much the land version of the battleship and a way to get troops to the frontlines faster.
The ability to do more than one quote per post.
15)Johnny(Overlord)
Tim_the_Surveyor wrote on :
I know that this has been addressed before, but how about a dredge function on the construction trucks to be able to make canals?
16)Johnny(Overlord)
Tim_the_Surveyor wrote on :
But, but, but...  well you could include a speed variable now.
When I played around with variable speeds, the issue I ran into is that it really screwed with clone attacks.

I can take another look at it, though, to see if I can implement it well.
17)Johnny(Overlord)
Tim_the_Surveyor wrote on :
Land and Sea mines...  Allies could see 'em but not enemies.
I don't think I'd like to add mines for the same reason I did way with submarines:

http://gt.toomuchstupid.com/board/t_t8#m26
18)Johnny(Overlord)
CGOScooter wrote on :
Radar/Sonar stations, to see nearby ships if not all units within a certain radius.
That's right!  That was one I was going to look into adding.
19)Johnny(Overlord)
QiKe wrote on :
sorry i was very vague, this is what I meant Johnny
Since pins can serve this purpose, I think they should probably be used for this.  I'd also prefer not to add another overlay to the world map.
20)Johnny(Overlord)
Yulin wrote on :
I could see an Carrier unit as well, although it'd have to be expensive.
That's another one I was going to consider.  I know it's been mentioned a few times.
21)Johnny(Overlord)
Hanul wrote on :
Artillery and railroads.
Air attacks serve as the game's artillery, and I think railroads is far too much micromanagement for the type of game I'd like this to be.
22)Johnny(Overlord)
TodZumTeufel wrote on :
The ability to do more than one quote per post.
I used to have that capability on an old version of the message board, but people weren't using it well at all.  For example, entire posts would be quoted multiple times within a post.

I ended up switching to the single quote function and I think it's made the board much easier to read.
23)QiKe
Johnny wrote on :
Since pins can serve this purpose, I think they should probably be used for this.  I'd also prefer not to add another overlay to the world map.
ok, thats fine. We still have pins, screenshots and paint to serve us.
Rivers that would be navigatable, but still have land units cross without bridges? (not sure how ya'd do it, just a thought...)
As for variable speeds, I would really like, if it is the only thing, is the increased speed across your own property.  That way, if your troops are attacked, reinforcements could be brought up from the rear and actually catch up with the line.

This would also serve as the substitution for rail and troop transports.

You could also look into missile frigates.  They and carriers don't need to be expensive, they just need to be loaded from an air base.  They shouldn't be mobile bases capable of creating their own replacements.

That would mean you would also need to get the aircraft transfer function working...  Missile frigates would need to be reloaded adjacent to an airbase.  This would make them usable without major abuse.

I concede to the terraforming issue, but I would love to see mine fields to deter some invasions.  I'm fine with the lack of sea mines.  There could be a mine layer/sweeper.  Just trying to get some defensive strategy options going here.  I would love there to be something more then standing toe to toe and trading punches to the defense of our land.

I would like to see a defense option for troops.  I think if I were to set full strength tanks on my border and set them to defend, then they would get a temporary boost of say 10% making them similar to a 10 strength tank.  A level 1 jeep would be a level 1.1 jeep etc.

I don't know how you would go about this, but in reality, troops on the defensive would dig in and would be harder to attack then troops on the move.
Tim_the_Surveyor wrote on :
....Just trying to get some defensive strategy options going here.  I would love there to be something more then standing toe to toe and trading punches to the defense of our land.

I would like to see a defense option for troops.  I think if I were to set full strength tanks on my border and set them to defend, then they would get a temporary boost of say 10% making them similar to a 10 strength tank.  A level 1 jeep would be a level 1.1 jeep etc.

I don't know how you would go about this, but in reality, troops on the defensive would dig in and would be harder to attack then troops on the move.
Keep in mind I'm new as I ask this, but don't Turrets and Airfields serve this purpose?  I agree "digging in" would be a nice option, but in any modern warfare with Tanks and planes, trenches and bunkers only slow someone down so much.
Yulin wrote on :
Keep in mind I'm new as I ask this, but don't Turrets and Airfields serve this purpose?  I agree "digging in" would be a nice option, but in any modern warfare with Tanks and planes, trenches and bunkers only slow someone down so much.
Having been in the field, there is a big difference between advancing on an unknown position be it buildings, open field, etc. and creating a firing nest and waiting for your enemy to attack.  I am not talking about entrenching, just picking your position and camouflaging yourself, setting interlocking fields of fire and just in general setting in...

Check the screenshots that Johnny has posted and see the injection of red into yellow.  There was a line of full strength turrets there and he just blew through it.
CGOScooter wrote on :
Radar/Sonar stations, to see nearby ships if not all units within a certain radius.
this would completely nullify sending transports to someone's country for a takeover. if the enemy can see you Xsquares out, they'll just drop missiles on you for a few days and the game would be purely a land-based war sim.
Tim_the_Surveyor wrote on :
Check the screenshots that Johnny has posted and see the injection of red into yellow.  There was a line of full strength turrets there and he just blew through it.
two 9strength tanks would will a single full turret and leave a little left on the second tank to push through.

the way i look at it is, a 1str tank is a single unit and a 9str tank is a tank battalion- roughly 65 tanks. it'd be easy for a couple battalions to blow through stationary defenses if you think about it in those terms.

what might be an option is to "insert" units into turrets. say, a max of five units, no strength limitation, and the strength of the combined units inside the turret are unknown to an enemy clicking the turret for info.
CGOScooter wrote on :
Radar/Sonar stations, to see nearby ships if not all units within a certain radius.
i like that idea,

How about an aircraft carrier, a ship of course that carries up to a certain amount of jets (12 jets lets say) maybe those jets are different from the jets we have right now on the game, have more defense/attack power or whatever. just a thought. i let johnny decide the values of that unit.
would it be possible to have the maps completely gray except for the region you occupy and the immediate 10 squares around your nation?

this could be partially negated by erecting an airfield and purchasing a single aircraft that could give you a 50square radius of downlook around that airfield.

add in a satellite "unit" that people could purchase for, say, 500,000 that would allow you to see 100squares beyond your own borders.


just spitballing the numbers, feel free to suggest other options. i was just looking to add a little more strategy to the game.
parandiac wrote on :
this would completely nullify sending transports to someone's country for a takeover. if the enemy can see you Xsquares out, they'll just drop missiles on you for a few days and the game would be purely a land-based war sim.
It would not spell the end of naval invasions. You can do the same thing now by visually scanning. Besides, after a missile strike, the ships' owner could blast the airfield away provided they had an airfield in range. Also, those missiles cost a lot of money, and can be knocked down by warships.
Four further suggestions:

1. Walls, or other defensive structures. Just something to slow down advancing units.

2. Different zoom levels; at least one more. The whole world is hard to see many details & the fully zoomed in is hard to see a larger field of battle. I'd suggest 1 extra level of zoom that shows twice as many sectors as the typical view.

3. Show the strength of units directly in their picture, thus when looking at many units you can tell which are higher strength without needing to click info on each one. (Yes the short-cut keys here help but you still need to hunt'n'peck to find your stronger units. Perhaps just change the background colour or draw some stars on the stronger ones.

4. As there is a slight difference in materials that each sector contains, why not render the sectors slightly different shades of gray to match. This gives us a reason to pursue 1 sector over another and makes the land look less uniform without going as far as introducing more exotic terrain types.
CGOScooter wrote on :
You can do the same thing now by visually scanning.
then save your money and visually scan.
Air Drop?  An Infantry that starts it's turn on an Airbase can instantly "drop" to a certain number of sectors away? 

Air Transport?  Any land unit that starts on it's turn on an Airbase can move to another airbase?  Maybe within a certain range?
36)QiKe
To add what i read earlier or actually to modify...

We should have miniature worlds that last only a week or two for a temporary battle royale. The maps can have like 2-4 people on like 10x10 islands in a world thats only 50x50. The object of this would be to take over a set area within a time span but no alliances, no treaties. A pure miniature free for all for fun. I suppose the resource rate could be a tad higher or units modified.

It could be, first to rule all 4 islands wins. And badges and trophies (digital ofcourse xD) could be displayed on a persons profile. there can be tournaments where the winners face other winners, and ultimately the two remaining winners face one another. It could be like a summer event or something. But the tournament idea seems like it could take a year with enough people, so its a little far fetched

I liked the idea i read earlier... but with this, we can keep the daily cycle routine.
Another suggestion:

Often I want to attack a particular enemy unit not a given sector. it would be good if I can tell one of my units to attack another, so when enemy units move, and that other unit is within range my unit goes to it, not the sector it used to be in.
Grinning wrote on :
Another suggestion:

Often I want to attack a particular enemy unit not a given sector. it would be good if I can tell one of my units to attack another, so when enemy units move, and that other unit is within range my unit goes to it, not the sector it used to be in.
Second the above, with the added option of selecting multiple enemies if they remain in range, and making a beeline towards the next selected target should the enemy unit more out of range.
39)Johnny(Overlord)
I actually started this thread to ask if there was anything I said I'd add but didn't, so I wasn't expecting quite so many new suggestions put forth. haha  Always good to hear new ideas, though!

Let me try to address everything.


There could be a mine layer/sweeper.

I'm not crazy about the idea of stealth objects.  Plus, just like with turrets, the enemy may lose the front line(s) of a charging force, but some will get through if enough are sent.  That's what I did with your line of turrets.  In the end, you just have to have backup plans for dealing with someone charging into your territory.


I don't know how you would go about this, but in reality, troops on the defensive would dig in and would be harder to attack then troops on the move.

This is already accounted for in the Daily Cycle attack algorithm, for the purpose of adding some realism.  When the random factor is thrown in, the defending unit has a slightly lesser chance of reducing as low as the attacking unit, giving defensive units a slight overall advantage.


what might be an option is to "insert" units into turrets.

You could just place land units (infantry or otherwise) on the same sector and the strength of both will combine to fight an attacker.


would it be possible to have the maps completely gray except for the region you occupy and the immediate 10 squares around your nation?

This is more appropriate for a mission-style war game, like Command and Conquer.  I want Global Triumph to feel more like a general standing over a huge map moving little models of tanks into position to decide how to out maneuver his opponent.


You can do the same thing now by visually scanning.

I agree with parandiac that it would dramatically impact naval attacks.  If, though, I create radar vehicles with a limited range, perhaps even low strength and armor and make them expensive, it would probably limit people to using them only in very important areas.


1. Walls, or other defensive structures

I think anything beyond using turrets and land units would be too much micromanagement for my intent with the game.


I'd suggest 1 extra level of zoom that shows twice as many sectors as the typical view.
Show the strength of units directly in their picture
why not render the sectors slightly different shades of gray to match.

With the current structure of the game, these updates could make the game exceptionally slow for many users.  In a version 2.0, though, these updates will likely be possible.  (As I've developed this version, I've kept in mind ways I can improve the format in a future version.)  As for the variable brightness, I'll likely have an option for users to display the background incidating either the type of terrain or the sector value.


Air Drop?

One of the important aspects of this game is that, assuming you have sufficient defenses up, you could potentially leave your country alone for a couple days if you know no one's at your front door.  Someone being able to parachute right over your front line negates that.


Air Transport?

This is an interesting idea.  I'll think about this one.


The maps can have like 2-4 people on like 10x10 islands in a world thats only 50x50.

I'll keep this in mind, too.

I also had the idea of having a tournament map with existing worlds that users can "claim," so the object is to fight and overtake each other instead of first grabbing land.  Going really elaborate, maybe a huge map of Earth where people are randomly assigned an actual country.


Often I want to attack a particular enemy unit not a given sector. it would be good if I can tell one of my units to attack another

This gets into the game having to decide and alter the paths of units, which could even potentially screw up other attacks you have set.  It also negates people having to form good defensive/offensive lines.

I think being able to target air attacks by unit functions well.  It forces more strategy.
Any way you could make making units just before update less advantageous?  If a user makes a unit just before update, you can't anticipate it's attacks, or hit it with air attacks.  You fixed a similar advantage of making attacks before you're opponent's when you randomized the daily cycle,  just a thought if you could somehow fix this, because I know that making units attacks just before 4am has a huge advantage.  I don't know how you would fix this, but if you could it would be great :D.
TodZumTeufel wrote on :
Any way you could make making units just before update less advantageous?  If a user makes a unit just before update, you can't anticipate it's attacks, or hit it with air attacks.  You fixed a similar advantage of making attacks before you're opponent's when you randomized the daily cycle,  just a thought if you could somehow fix this, because I know that making units attacks just before 4am has a huge advantage.  I don't know how you would fix this, but if you could it would be great :D.
yea i hate it when people wait all night until you make moves then they set there stuff b4 the cycle to screw you over.
I guess one option to remove the incentive to wait until last minute would be to remove the random factor and process attacks in order.  This way there is a trade off for timing...  Thing is though, with perpetual attacks, who would be first?  EOG because he still has one of his initial units perpetually attacking or the guy who set the first "new" attack of the day?  Maybe, instead of random by country, just mass all attacks by timing.  That way, I can still have my troops move the way I want them to, yet if I wait until last minute to create and attack, they are the last to happen...  This would also prevent last minute ambush airstrikes.  You would assume that once a unit is created, then his attack was also set.  I guess you could anticipate his movement and attack the sector you expect him to be in.
It would also cause people to get an advantage by waking up at some ungodly hour, thereby causing college students to lose all the time.

One solution I've been thinking of for this is that any new units created on a certain day don't show up on everyone else's screen until ater the Daily Cycle runs.  Everyone is at the same disadvantage for responding to unit spawns, no matter when those units are created.

Think of this as the time lag between the creation of units and your intelligence services / satellites finding out about them.
44)QiKe
Gopherbashi wrote on :
It would also cause people to get an advantage by waking up at some ungodly hour, thereby causing college students to lose all the time.

One solution I've been thinking of for this is that any new units created on a certain day don't show up on everyone else's screen until ater the Daily Cycle runs.  Everyone is at the same disadvantage for responding to unit spawns, no matter when those units are created.

Think of this as the time lag between the creation of units and your intelligence services / satellites finding out about them.
omg! yes! i like this idea very much
45)Johnny(Overlord)
Gopherbashi wrote on :
One solution I've been thinking of for this is that any new units created on a certain day don't show up on everyone else's screen until ater the Daily Cycle runs.  Everyone is at the same disadvantage for responding to unit spawns, no matter when those units are created.

Think of this as the time lag between the creation of units and your intelligence services / satellites finding out about them.
This is a really interesting idea, and I also really like the logic behind it.
Could you add alliances to the player profile?  That way, when I click to get player info, I can not only see what countries are theirs, but also which alliance, if any, they are affiliated with.
47)QiKe
Johnny wrote on :
The maps can have like 2-4 people on like 10x10 islands in a world thats only 50x50.

I'll keep this in mind, too.

I also had the idea of having a tournament map with existing worlds that users can "claim," so the object is to fight and overtake each other instead of first grabbing land.  Going really elaborate, maybe a huge map of Earth where people are randomly assigned an actual country.
Yeah, it would be great to have something very simple so it doesnt drag on for months. Perhaps a simple map can last 2-4 weeks and victors are displayed on the front page!

Also, maybe a call out for these skirmish map? You would call out a person to fight, maybe a friend, ally or even someone your at war with. A good way to test ones skill without any negative (or positive) repercussions on ones actual countries.

Maps can be different shapes for different battle styles as well. If you ever played Advance Wars for the Game Boy Advance, you can easily take ideas from that (or download the game and an emulator for you computer).

Maps can be U-shaped and have 2 countries on it testing out their land and naval skills. either shapes that force people to use naval and land units or islands. These maps can be very simple and still be very fun
48)Johnny(Overlord)
Tim_the_Surveyor wrote on :
Could you add alliances to the player profile?
Yes, I'll plan on creating a Global Triumph box on the content side that has more details.
49)Johnny(Overlord)
Johnny wrote on :
When I played around with variable speeds, the issue I ran into is that it really screwed with clone attacks.

I can take another look at it, though, to see if I can implement it well.
I think variable speeds may have to wait for a version 2.0, too.

There are issues with attacks that would slow down the reaction time when setting an attack, especially when using the clone or group clone.  I think the bigger issue, though, is the added processing time for scanning the landscape when resetting perpetual attacks.

Much of the structure would need to be revised to make it run smoothly, so I don't think it's worth modifying the game to support it at this point.  It's just something I'll incorporate from the start when designing the next version.
Grinning wrote on :
Another suggestion:

Often I want to attack a particular enemy unit not a given sector. it would be good if I can tell one of my units to attack another, so when enemy units move, and that other unit is within range my unit goes to it, not the sector it used to be in.
I would like to rescind my suggestion. I think the unpredictability is more fun and leads to more interesting interactions in battles.
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