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Postit: 6   Viereailijat: 40 users
26.04.2012 - 12:48
Infrastructure:

*menu enable/disable

* Factory,
Adds production and value to a city. e.g. Portugal decides to build 8 and 9 factories, can now build 10 units in each city, and has an income boost.
1/1 attack defense

* Bunker/Pill Box
defense only unit, can d-line, very low mobility, very strong.

* Mint
Can be built in capital, adds % increase in income for all cities

* highways
Adds mobility to all units.

* Nuclear Facility
If the infrastructure option is checked, then nukes could be built, going by the guidelines made in the previous thread.

Strategy:

* Exiled General
The General becomes the capital.

Menu Options

* Super Mobilty
(can be enabled/disabled)
Adds 50% mobility increase to all strategies for all players. The idea for this being that crossing the pacific/atlantic, Asia, could be cut down.

* Allied SP Win.
If selected, at end of turns, all players allied to top player share the win.

* No first turn attacks
Simple enough, attacks on non-neutral cities in first turn are not allowed.

* Split timer
Programs a time change at a certain turn. (e.g. in a 3k game, you could do 2 min turns for the first 10 turns, then it auto shifts to 3 minutes)

* Game Turn Adjust
At the 5 turn warning, an automatic game option change is presented, to continue the game for (5/15/25?) turns.

I know some of this is redundant.... but whatever.

*smooches*
Ladataan...
Ladataan...
26.04.2012 - 12:56
I like the ideas, only one I have a question about is the highways. Is it a whole territory upgrade?
Ladataan...
Ladataan...
26.04.2012 - 12:58
I'm not sure how programming a mobility change at the borders would work out for them. Was thinking that all mobility would be increased. Also thinking this would be a very expensive unit (7000ish)
Ladataan...
Ladataan...
26.04.2012 - 13:19
 YOBA
Whew, long thread. So, uh, going down the list.

Kirjoittanut El Cock, 26.04.2012 at 12:48

*menu enable/disable

Already exists. Click the down arrow at the midpoint of the bar at the bottom and the menu gets hidden from both the top and bottom.

Kirjoittanut El Cock, 26.04.2012 at 12:48

* Factory,
Adds production and value to a city. e.g. Portugal decides to build 8 and 9 factories, can now build 10 units in each city, and has an income boost.
1/1 attack defense

We've gone over this before. The answer is no, I can elaborate if you really want me to.

Kirjoittanut El Cock, 26.04.2012 at 12:48

* Bunker/Pill Box
defense only unit, can d-line, very low mobility, very strong.

Sounds a tad too OP.

Kirjoittanut El Cock, 26.04.2012 at 12:48

* Mint
Can be built in capital, adds % increase in income for all cities

LOL, does it also increase inflation?
Anyway, I don't think it's a good idea as it will make some players very powerful and seriously unbalance certain scenarios.

Kirjoittanut El Cock, 26.04.2012 at 12:48

* highways
Adds mobility to all units.

Not a bad idea, but you need to be less vague. How would you place them? What menus would you need to click on to create a highway, how much mobility is added, et al. I'd suggest making a separate thread for this.

Kirjoittanut El Cock, 26.04.2012 at 12:48
* Exiled General
The General becomes the capital.

Sounds interesting! But most "kill the general" game types have been rejected. And being able to recruit units anywhere (as the general can move) can seriously unbalance the game. There is also the question of how many units a general can recruit per turn. Nevertheless, due to these faults, this should definitely not be implemented as a strategy, but perhaps as a separate gametype, which has been discussed before.

Kirjoittanut El Cock, 26.04.2012 at 12:48
* Super Mobilty
(can be enabled/disabled)
Adds 50% mobility increase to all strategies for all players. The idea for this being that crossing the pacific/atlantic, Asia, could be cut down.

I support this.

Kirjoittanut El Cock, 26.04.2012 at 12:48
* Allied SP Win.
If selected, at end of turns, all players allied to top player share the win.

I don't know... I can see the practical benefits of this but this will just lead everyone to ally the top player out of fear. It's better if only a single player can win, as the player with the most SP can be forced into an ally end.

Kirjoittanut El Cock, 26.04.2012 at 12:48
* No first turn attacks
Simple enough, attacks on non-neutral cities in first turn are not allowed.

This was my idea!

Kirjoittanut El Cock, 26.04.2012 at 12:48
* Split timer
Programs a time change at a certain turn. (e.g. in a 3k game, you could do 2 min turns for the first 10 turns, then it auto shifts to 3 minutes)

Great idea, but coming up with a decent interface for this would be difficult.

Kirjoittanut El Cock, 26.04.2012 at 12:48

* Game Turn Adjust
At the 5 turn warning, an automatic game option change is presented, to continue the game for (5/15/25?) turns.

No way man. That's why you set it at the beginning! Extending it is not cool, as it is often that a certain player cannot win by defeating their enemies and only by having the most SP. The game becomes considerably more interesting because you cannot extend the time. Play a couple of lengthy world games and you'll understand. This shouldn't be implemented at all I reckon.


If you really believe in one of these ideas, make a separate thread about it, because few people will read and/or reply to the whole thing. You can't just produce a manifesto of your vision and expect everyone to read it. Keep it about one at a time, because from my experience, these threads almost always fail.
----
YOBA:
Youth-Oriented, Bydło-Approved
Ladataan...
Ladataan...
26.04.2012 - 13:37
Barbesssa
Käyttäjä poistettu
Good ideas
* No first turn attacks >> This is the best one.
Ladataan...
Ladataan...
26.04.2012 - 13:58
Yoba, what I meant by the menu enable/disable, is that all infrastucture could be turned on/off. ala 100 cities.
Ladataan...
Ladataan...
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