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Subject: Anything Else?last
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I'm not sure that's such a huge advantage as you think it is.

1) Admittedly missiles will be wasted, but jets will just not attack, so no loss there.
2) The attacker (one who did this) is really no closer to the enemy than he was before and is now a turn behind.
3) Any defender that doesn't have a defense in depth deserves to be taken advantage of by this.
I think undo would only be ONE back.  Move wrong, create the wrong unit, etc.  I think that it would use a bunch of storage to "back up" everything you did for today just so you could undo it all.
I just had a couple of ideas that I wanted to throw out there for suggestions, first one is could you allow for unlimited size displays and allow us to truly decide how much are system can handle resource wise. It would help me a lot don't know about anyone else. Secondly how about adding paratroopers so that we can move the game into a more modern day game and not a WW2 line combat style game. Anyway just my suggestions at a really late hour!
154)Johnny(Overlord)
phillosopherp wrote on :
first one is could you allow for unlimited size displays and allow us to truly decide how much are system can handle resource wise.
It's also an issue of resources on the server.  By feeding people map data in smaller chunks, there's less stress than allowing users to access huge chunks of data at once.  I can run some tests, though, to see how much of an impact it would have.

As for the paratroopers suggestion, please search the board (to the right) for "paratroop" and "parachute."  It's been discussed in the past.
155)Johnny(Overlord)
Tim_the_Surveyor wrote on :
I think undo would only be ONE back.
I'll add this to my to-do.
156)Manaco
While I enjoy your world maps, how about some variety?

Different sizes are great and everything but the only thing they actually affect is the time it will take to dominate the world (or reach a stalemate, etc.) Say, a smaller map like Drypto might take 1-2 months while Cerato may take 3-6 months. However, both of those maps are just about identical. A bunch of islands scattered on a water world.

How about variety in the worlds itself? Perhaps a large Pangaea map with few islands? This would encourage an all-out slug-fest land war. Two-Pangaea? Could encourage two massive alliances to go to war at each other (left vs right) But if anything, some of the islands should at least connect to each other. Maybe for every three or four islands, two of them are connected by a small chokepoint so it won't necessarily always end up being a naval/air war.

Edit: I don't how how much you can do with the maps, but maybe mountains that are impassable except to air units? It could be good for a world that doesn't have too much water in it.
157)Manaco
On a 2nd note: What about worlds that run on different daily cycles? Meaning one world is fast-paced at 6 hours per cycle, medium-paced at 24 hour cycle, slow-paced at 48 hour cycle, etc. Just some thoughts, I'm more than happy with the 24 hour cycle but would be interesting to have different cycles on different worlds.
158)Vorgse
Manaco wrote on :
While I enjoy your world maps, how about some variety?

Different sizes are great and everything but the only thing they actually affect is the time it will take to dominate the world (or reach a stalemate, etc.) Say, a smaller map like Drypto might take 1-2 months while Cerato may take 3-6 months. However, both of those maps are just about identical. A bunch of islands scattered on a water world.

How about variety in the worlds itself? Perhaps a large Pangaea map with few islands? This would encourage an all-out slug-fest land war. Two-Pangaea? Could encourage two massive alliances to go to war at each other (left vs right) But if anything, some of the islands should at least connect to each other. Maybe for every three or four islands, two of them are connected by a small chokepoint so it won't necessarily always end up being a naval/air war.

Edit: I don't how how much you can do with the maps, but maybe mountains that are impassable except to air units? It could be good for a world that doesn't have too much water in it.
"Cerato may take 3-6 months?"

It'll take slightly longer than that!  I quit when I did the math and realized that even by boat it would take my Construction Truck 3 months to get from one end of a CONTINENT to the other!  On top of that I think Cerato is already about 3-4 months in while more than 50% of it's land is still unclaimed.  I estimated at the beginning that Cerato would take 2-3 years to run a complete cycle.

Even maps the size of Drypto and Bogorov will probably end up running about 6-9 months.

I've mentioned this before, but I think it'd be good to be able to "create" a small skirmish map, being able to set dimensions(limited, of course), Pecentage of water to land, Starting point selection mode(Random vs. Selectable), then be able to invite specific players or alliances to play in them. (you could maybe even allow the "creator" to set cost values for different units, or even disable certain units.)
159)Vorgse
Johnny,

Since you're setting up country profiles what about letting people select more variation in the color their country appears on the map?  Maybe allow a color palette slider but disable the gray scale(wouldn't want people getting conquered by what looks like unoccupied land)?

Although this would allow the ability for countries to be similar in color, if you used the 2-axis color palette it would be almost impossible for 2 countries to be the exact same color.
Borogov has turned out to a bit of a stalemate, that`s why I quit it
161)Vorgse
Not quite.  I think action has slowed down because the Two remaining alliances are mostly evenly matched and about 5% of the land on the map is still unclaimed.  Don't be surprised if when there is no more Gray on the map things on Bogorov don't start getting interesting.

I think the current problem on Bogorov is that 70% of the map belongs to only 8 players and the other 30% is split between 15 players.  Not to mention the fact that about 12% of the map belongs to a player who's been inactive the last month.

However, Bogorov is the reason I suggest Johnny should cut down the amount of water on a map, it's too easy to pick off ships when it takes them over a week to make it from one continent to another.
How about a clone create?  Make it faster to make your expansion group.
Tim_the_Surveyor wrote on :
How about a clone create?  Make it faster to make your expansion group.
perhaps even creating land units the same way you create sea units, just click on a land square unoccupied next to a land base and create a unit, clone create would also be very usefull.
JediCommander wrote on :
perhaps even creating land units the same way you create sea units, just click on a land square unoccupied next to a land base and create a unit, clone create would also be very usefull.
johnny said something like this would be a resource hog, since all the squares around a landbase would have to be set to autocreate or somesuch and he wasn't implementing it.
Manaco wrote on :
On a 2nd note: What about worlds that run on different daily cycles? Meaning one world is fast-paced at 6 hours per cycle, medium-paced at 24 hour cycle, slow-paced at 48 hour cycle, etc. Just some thoughts, I'm more than happy with the 24 hour cycle but would be interesting to have different cycles on different worlds.
I really like this idea, it allows for individuals to manage how much commitment to the game they want to have and at the same time those that can commit more time get to play faster. Yes that is one big run on sentence that was horribly written but I can't be bothered to fix it right now so there!
Would it be possible to display allied air attacks on the zoomed-in map?  ie. with a black jet/missile/bomb logo in place of the white logo that shows attacks from your own nation?
167)dman56
Gopherbashi wrote on :
Would it be possible to display allied air attacks on the zoomed-in map?  ie. with a black jet/missile/bomb logo in place of the white logo that shows attacks from your own nation?
2nd that.  I like that one.
I agree thats a good idea too
I would also like to see allied pins and material resources (as an on/off option) as well on the smaller map sections.
(And the ability to zoom to different map resolutions but that was already mentioned before.)
Thank you for all your hard work on this game Johnny. Love it.
IC
170)tuvas
A button to sink a units attack stream to the very end would be nice. IE, I've got a unit on perpetual attack, an infantry pops up in front of him somehow. I blast the infantry with some planes, but I'd like to make sure that happens before the unit moves. I just click the reset priority and it's done. I know you can re-do the attack, but it's a pain sometimes...
A "spawn formation" feature could be nice, though it might start automating the game a bit too much.

My expansion strategy is basically send out construction trucks in all directions, spawning land bases everywhere. From those land bases, I spawn infantry and jeeps, generally in the same rough formation (I'm assuming this is what most players do). It gets a tad tedious to manually spawn ~20 infantry and ~10 jeeps and set their attacks every time I make a new base. Could there be any way to, say, record yourself spawning units and setting attacks, and then incorporate a spawn button into the land base menu?
172)Manaco
Dyslexda wrote on :
A "spawn formation" feature could be nice, though it might start automating the game a bit too much.

My expansion strategy is basically send out construction trucks in all directions, spawning land bases everywhere. From those land bases, I spawn infantry and jeeps, generally in the same rough formation (I'm assuming this is what most players do). It gets a tad tedious to manually spawn ~20 infantry and ~10 jeeps and set their attacks every time I make a new base. Could there be any way to, say, record yourself spawning units and setting attacks, and then incorporate a spawn button into the land base menu?
hot keys is win for this.
173)jeepn
i love the idea of being able to see what your allys are striking from the air when you are on the zoomed in map.  i can see they are firing into the area i'm in, but never sure exactly what they are attacking, or with what.
I would like to see other nations bases on the world map. Not the overview but the larger of the two other maps. This allows for strategic planning since wars have become large scale operations.
175)Manaco
How about a chatroom or some way to see who's currently on the site right now?

It would be fun chatting up a storm or three with other people online at the same time. As of now I have no clue if I'm the only one online, or if every single player is on right now.
Manaco wrote on :
How about a chatroom or some way to see who's currently on the site right now?

It would be fun chatting up a storm or three with other people online at the same time. As of now I have no clue if I'm the only one online, or if every single player is on right now.
i would rather not. this would allow other people to know when you are possibly setting attacks.
177)Manaco
parandiac wrote on :
i would rather not. this would allow other people to know when you are possibly setting attacks.
how? it's not like you can see anything on the world map until the next daily cycle. (aside from new units, which you can easily do even now)
Manaco wrote on :
how? it's not like you can see anything on the world map until the next daily cycle. (aside from new units, which you can easily do even now)
some people wait until later in the day to do their moves. if they saw their enemy online, they could wait and come back later after watching for their enemy to leave.

basically, it would turn into a clockwatching game.
QUESTION!, why are your enemies unit's health bars more full that your own units health bar?
Example: your Jeep lvl 1 strength, your enemies jeep lvl 1 strength, and they have 1/3ish more health on the bar than yourself.
is there a reason for this? is it more effective to attack or defend with identical units? (i personally think their is an advantage to your unit being attacked but im not sure). if there is a reason for this please let me know, if not maybe it should be revised. thank you! peace.
180)dman56
Bodhisattva wrote on :
QUESTION!, why are your enemies unit's health bars more full that your own units health bar?
Example: your Jeep lvl 1 strength, your enemies jeep lvl 1 strength, and they have 1/3ish more health on the bar than yourself.
is there a reason for this? is it more effective to attack or defend with identical units? (i personally think their is an advantage to your unit being attacked but im not sure). if there is a reason for this please let me know, if not maybe it should be revised. thank you! peace.
your units display a analog version of you health bar (cs and math people don't send hate over this "analogy" please).

What i mean is if you have lvl1 its shows lvl1, lvl2,3,4,5,6,7,8,9  etc all in exact increments.

when you look at your enemies you see their health in digital (again just making a point).

meaning you see high, medium, low where 1-3 = low, 4-6 =med, and 7-9 = high.

From a strategic stand point personally i always assume the highest value in each group so my enemies are always 3,6,9 lvl units.

As for "identical" if you mean lvl then no if you mean unit type i.e. jeep vs tank then no as well.  for more info on unit type combat the help section covers this pretty well actually (i still use it for unit values)

Attack vs defense I don't know specifically that Johnny has put and "balance" shifting here I'm gonna say no from what I've heard and seen.  basically if 2 units meet with the exact same attack lvl it would them be up to the minor random variable.  however if you attack a lvl1 jeep with a lvl9 jeep you should pretty much win.

Hope that helps and wasn't more confusing.
Bodhisattva wrote on :
QUESTION!, why are your enemies unit's health bars more full that your own units health bar?
Example: your Jeep lvl 1 strength, your enemies jeep lvl 1 strength, and they have 1/3ish more health on the bar than yourself.
is there a reason for this? is it more effective to attack or defend with identical units? (i personally think their is an advantage to your unit being attacked but im not sure). if there is a reason for this please let me know, if not maybe it should be revised. thank you! peace.
The strength of a unit that you build decides its health, I believe.
I believe I remember johnny mentioning that the defenders have a slight advantage. Not entirely sure but I believe it is the case.
183)Hogan
Bodhisattva wrote on :
QUESTION!, why are your enemies unit's health bars more full that your own units health bar?
Example: your Jeep lvl 1 strength, your enemies jeep lvl 1 strength, and they have 1/3ish more health on the bar than yourself.
is there a reason for this? is it more effective to attack or defend with identical units? (i personally think their is an advantage to your unit being attacked but im not sure). if there is a reason for this please let me know, if not maybe it should be revised. thank you! peace.
You see a bar that is exactly what the strength of a unit is.  It can have 9 values.

On enemies you see 1 of 3 values -- low, med or high.  Their value is rounded up for display.  Thus a level one jeep looks like level 3 to you.  It is still level 1.

THIS IS A GUESS --> I believe the defenders advantage is they get to strike first.  This means if you as the attacker die before you attack the defender takes no damage.
Hey, I agree that there should be like a clone attack all where you can have several cloned attacks from one option instead of having to clone individually. Also it would be nice if there was a way to find out how many sectors a certain piece of land is it would  be very helpful for allies dividing up land equally... thanks
185)Kadath
Johnny wrote on :
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.
I think this sounds awesome. I'm sure it would take a boat load of time to construct...but I think everyone would be really thrilled if you made a map of the earth and randomly assigned us pre-existing nations.
186)Manaco
As long as I get Germany. :P
I think it would be even cooler to 'bid' on nations.  Everyone starts with 50,000 cash.  But has to bid on nations in a sealed bid format.  So if you really want Germany, then you might bid pretty high for it, but that would leave you with less cash for units.  On the other hand, if no one wanted Patagonia, then whoever bid $1 for it would get it and have 49,999 left for units.
Here's my preferred order for feature requests

cities - several, large cities (multi-sector) scattered around the world.  Ownership of every city sector gives the owning player a bonus to income.  No player can place (or be placed for random) within three jeep travel lengths of a city.

terrain - add rivers (slows jeep and tank slightly), swamp (slows all units, adds defensive bonus for INF), mountains (impassible for jeep and tank), hills (slows all units, defensive bonus for all units), light forest (slows jeep and tank, defensive bonus for all units), heavy forest (slows INF, greatly slows jeep and tank, no jet attacks).  There is some room on the sides of the sectors for terrain symbols.

fog-of-war - makes radars useful.  INF can see (scout) 6 hexes.  Jeep can see (scout) 8 hexes.  tank can see (scout) 3 hexes.  Jets have a percent chance to see units along flight path.  Jets have the option for scouting flight (can see 3 hexes to either side of flight path, all units attack at fly over rates).  Cities and bases are always visible once discovered (unless destroyed).  Radar will work on land, with a reduced chance to see ground units.  Any enemy within 3 sectors of one of yours is automatically visible.

New units - subs (of course), destroyer (or use missile frigate), interceptor (aircraft that don't attack, but automatically attack jets, missiles, and bombs that enter your territory (the computation for just this would be pretty intense).  Paratroops - instead of attacking, jets can drop INF (two jets per 1 INF).  Artillery - moves slow, attacks up to 3-6 hexes away, can attack air at only slightly reduced rate, can attack naval, extra damage against INF, reduced damage against tank.

And while I'm wishing, I want a pony.

Yes, I know this is totally unrealistic.  I know this is (probably) a part time gig for Johnny.  I know the computation time for even a world a tenth the size we're playing now would be immense.  ( a turn every other day).

Anyway, I like the game just fine as is.  These are wish list items for when Johnny gets a quantum mainframe for us...
One thing I was thinking was the ability to Assign Fighters to Air Superiority Missions that would cover an area or unit. It would intercept enemy fighters running Bombing runs or their own Superiority Missions in the same area.

Also the ability to assign Fighters to CAP missions attached to units giving them an increased strength in attacks

Air Superiority would break bombing runs, CAP or other Superiority

CAP and AS Missions would 1/2 Fighter Range due to fuel being used to loiter over the battle field for an extended time
Grinning wrote on :
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.
I like this idea.
Grinning wrote on :
One thing would be useful would a list of units that do not yet have orders for the day.

If could be on the World, Tools menu and work much like the Battle Log, but it only shows the land/sae units that have no Attack commands for the day and Air Bases that have units available still. Anything with a perpetual attack would not be shown, or could be another group in the list. Unlike the Battle Log, I see no reason to provide data for previous days.
I like this idea.
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