Skaffa Premium för att gömma alla reklamer
Inlägg: 20   Besökt av: 82 users
08.03.2011 - 05:56
Well I know there is a sticky but I think it would be better to comment on an idea if it's in it's own topic.

Time Strategy:
The faster you end your turn, the more money you get.

As I am not that good in making a balanced math thing I will explain it:

These two things will determine the default value of the income bonus:
-Max time duration
-Time you take for the turn

So lets say you end your turn while you still have 80% of the time left, you will gain 40% income bonus.


These two will modify the default value of the income bonus
-Amount of units
-Amount of cities

If we keep the previous example of having 80% time left and 40% income bonus, you might know that if you have 5 minutes in a game and only 3 countries and 30 men, this is quite easy to achieve, as it gives you one full minute to get it. This would unbalance the strategy. thats where the "Amount of units/cities" is for. Because this comes into play your income bonus might change to 20% for example.

However if you have around 50 countries and 2000 men, the income bonus might change towards 60%, pretty much because it gets extra hard to micromanage within one minute.


Hope you understand it.
Laddar...
Laddar...
08.03.2011 - 06:36
Yes, it's understandable, but there is one thing I did not catch - why?

Leave apart, that games will be played with 100 minutes per turn, and every1 will be done, while there is 98% time left... even if some sort of formula will be implemented....

If you like to play fast - play fast, create a game with 1m. turn, but do not try to benefit from this.
----
Very vicious moderator
Laddar...
Laddar...
08.03.2011 - 07:15
As with this formula, the duration of the turn and the amount you use from say the default Income bonus.

If there is a 100 minute turn and you are done when there is 98% left, which would be if we use my idea, 49% income bonus.

However if you have 3 countries and 30 men, this 49% income bonus may drastically decrease towards a mere 10% bonus.



You ask why, here is why:

This is a new strategy which does not make units stronger nor weaker, the only thing it does is give you extra money for how fast you play. this extra money is what will make this strategy good, because the faster you play the more you get the bigger the army you get to fight against units that do have have an attack and defend bonus.

Some people might like this strategy, while it also increases your skills into playing faster and in long terms take away the mistakes you may make by playing so fast.

Using the right formula's and balancing it to be able to compete against strategies with unit modifiers is going to be fun, since it's basically the "No strategy" with income bonuses.

Even if it becomes slightly overpowered simply because there are no disadvantages, add them! Perhaps a price increase to press onto the fact that only speed will make you strong.
Laddar...
Laddar...
08.03.2011 - 07:21
Oh, I did not see, you meant it as an actual strategy, well, in that case it can be fun, but you anyways will have to loose some stats, as there is a strategy currently, that alredy have all units default w/o any bonuses - it's name "None"
----
Very vicious moderator
Laddar...
Laddar...
08.03.2011 - 08:10
There needs to be some form of ballance for players who control most of the map to have issue with time. like 2 many troops in a small country will move back closer to a biger one or something. right now Big map is entierly time advanatages to person controling the map
----
Where's the BEEF!
Laddar...
Laddar...
08.03.2011 - 09:05
Skrivet av Cardinal, 08.03.2011 at 07:21

Oh, I did not see, you meant it as an actual strategy, well, in that case it can be fun, but you anyways will have to loose some stats, as there is a strategy currently, that alredy have all units default w/o any bonuses - it's name "None"


I agree there needs to be some tweak,

I think I just found out what the best tweak could be:

Income is lowered everywhere for the Time Strategist, however if the time strategist finishes quickly every turn he/she will have more money than a non-strategist. But if the time strategist does not finish quickly, the bonus will not be there and it would be a disadvantage instead.



Skrivet av UrlanderPendragon, 08.03.2011 at 08:10

There needs to be some form of ballance for players who control most of the map to have issue with time. like 2 many troops in a small country will move back closer to a biger one or something. right now Big map is entierly time advanatages to person controling the map


OLD:
Citera:
Hmm I do not really understand what you mean but I am guessing you mean that big countries = a lot of income, therefore the time strategy is really good and gives a too big of a bonus?

Well I guess there might be some issues with auto-producing and ending your turn right away to get the bonus. However things like these will weaken them if they choose to have income instead of units and tactics.

Not every strategy is good in every situation, it's the same with this strategy. However the formula is there to make it able to be used and to be mastered in every situation.


NEW:

I see, you are saying big countries may come in trouble of time instead and therefore not being able to gain the time bonus. The formula I was talking about makes sure that if you have a lot of men / cities that the default value will be highered.

Therefore you can spend more time to gain the same income bonus!
Laddar...
Laddar...
09.03.2011 - 00:46
It is actually not very good idea, still.

Imagine game of Europe, with standart 2 minutes turn.
If you set more - there will be moaning about long turns, people seem to not use End Turn button....
So even in early mid game it will be quite often, then you run out of those 2 minutes - as a result - strategy will become major setback.
----
Very vicious moderator
Laddar...
Laddar...
09.03.2011 - 10:12
Skrivet av Cardinal, 09.03.2011 at 00:46

It is actually not very good idea, still.

Imagine game of Europe, with standart 2 minutes turn.
If you set more - there will be moaning about long turns, people seem to not use End Turn button....
So even in early mid game it will be quite often, then you run out of those 2 minutes - as a result - strategy will become major setback.


I agree that not everyone will be able to use 2 minutes fast enough in mid and especially late game. However as mentioned before, the more you control should give you more time to gain the income.

If you are somehow bad at time management and because of that not fast enough then this strategy won't be for you.



I am guessing that if the right formula is used (The more you control the more time you may use, even when it ends without you ending it you may still receive an income bonus in the end, simply because the system knows you own 60% of europe and have 300 men that need you attention and you are unlikely to be able to use them all in 2 minutes.)

Plus there is the auto-produce button. Time Strategists need to use that to avoid being stuck making reinforcements every 4 weeks and only move units around, possibly making it so the user can end it 30 seconds before the game time everytime, untill things get really nasty, then the time strategist will be in it's disadvantage, not able to do it within 2 minutes.




Simply said, time management is what this strategy is about and if people say 1 minute each turn then the system should give you a reasonable time bonus to help you out.
Laddar...
Laddar...
09.03.2011 - 12:49
How about this?
Every unit you build adds 1 to the maintinance of your units
for example you build 1 tank its normal build 10 tanks its +9 cost to maintain on top of normal cost to maintain. so since i dont have the numbers in fromt of me i will make a hypothetical example.
EX i build 1 tank the upkeep cost is 10 lets say now every tank i build after it will have an upkeep of 11
you could take this even farther if you wanted to by saying another 1 is added for every unit over 20 then 30 ect. ect this would force players who are much bigger to use the units they have up or loose the ability to build any more.
By doing this they no longer have clock advantage becasue auto build will cost them a ton after a few weeks
----
Where's the BEEF!
Laddar...
Laddar...
09.03.2011 - 13:52
That is realy dumb. This would mean you woulkd go negative in a few weeks after only building about 100 tanks. At 100 tanks, each tank would take 110 to upkeep costing $11,000 per turn, while the opponet using pd could easily build 300 infantry for the same amount.

The origional idea was intresting though.
Laddar...
Laddar...
10.03.2011 - 10:25
Skrivet av UrlanderPendragon, 09.03.2011 at 12:49

How about this?
Every unit you build adds 1 to the maintinance of your units
for example you build 1 tank its normal build 10 tanks its +9 cost to maintain on top of normal cost to maintain. so since i dont have the numbers in fromt of me i will make a hypothetical example.
EX i build 1 tank the upkeep cost is 10 lets say now every tank i build after it will have an upkeep of 11
you could take this even farther if you wanted to by saying another 1 is added for every unit over 20 then 30 ect. ect this would force players who are much bigger to use the units they have up or loose the ability to build any more.
By doing this they no longer have clock advantage becasue auto build will cost them a ton after a few weeks


Weaker over time...

Even though this might be an interesting concept to think of for a rushing strategy, such strategy would become useless over time.

Other strategists will have stacks of hundreds men in late-game while you cannot without losing too much money.


I cannot see it being fit for the idea I am suggesting...
Laddar...
Laddar...
10.03.2011 - 12:18
Just trying to disable the all rush stratagy, its not realistic to be able to take a city with 2 tanks then have 10 there on the next turn. Where did they come from? 3 yes becasue you captured some armour during the battle but the other unit would have been distroyed.
----
Where's the BEEF!
Laddar...
Laddar...
10.03.2011 - 15:00
Well.. Actually it takes around 5 tanks to kill 8 militia making you lose around 4 tanks having only 1 tank left and with that you can buy 8 new tanks within the tank factories you find down there (Putting them together costs money, plus new materials get delivered every 4/5 weeks)

So with the materials and the money you produce 8 new tanks in a turn, which is a week, giving you 9 tanks in total.



But yeah I agree it is a bit "unrealistic", however I think this adds the fun to the game instead of it being a slow paced game.

I can't really see the use of this for this strategy I am proposing or your suggesting of removing rush strategies in a topic about adding a sort of strategy and not modifying the rest of the strategies.

I suggest making your own topic if you want to suggest it
Laddar...
Laddar...
25.11.2014 - 07:55
Skrivet av Yihka, 08.03.2011 at 05:56

Time Strategy:
The faster you end your turn, the more money you get.

Bad, bad idea. Not every one of us has a lightning-fast internet connection with no significant lag, you know.
Rewarding celerity with extra income is going to cost me quite a pretty penny, since I consistently suffer from 15~30 second lag.

No support here.
Laddar...
Laddar...
25.11.2014 - 08:25
Skrivet av Yihka, 08.03.2011 at 05:56

Well I know there is a sticky but I think it would be better to comment on an idea if it's in it's own topic.

Time Strategy:
The faster you end your turn, the more money you get.

... bla ...


Wow one of the worst idea I heard on AW. Congrats!
Laddar...
Laddar...
25.11.2014 - 10:32
1. whats up with ressurection of 3 year old topic.
2. Ends turn continue playing huehuehue
----
Laddar...
Laddar...
28.11.2014 - 05:54
Skrivet av Goblin, 25.11.2014 at 10:32

1. whats up with ressurection of 3 year old topic.
2. Ends turn continue playing huehuehue


Except using this strategy will either reset the bonus you get to the correct calculation or it's disabled altogether.

Also: The calculations used in this example are just that: examples.

I can se the bonus being fairly nice ending your turn in the first hour in a 48 hour game but far less ending it on 44 hours for example.

For balancing purposes maybe even make it that waiting too long will actually decrease your income. For an 48 hour period this might be at 24 hours left.
Laddar...
Laddar...
28.11.2014 - 06:35
Skrivet av Yihka, 28.11.2014 at 05:54

Except using this strategy will either reset the bonus you get to the correct calculation or it's disabled altogether.

Also: The calculations used in this example are just that: examples.

I can se the bonus being fairly nice ending your turn in the first hour in a 48 hour game but far less ending it on 44 hours for example.

For balancing purposes maybe even make it that waiting too long will actually decrease your income. For an 48 hour period this might be at 24 hours left.

Calculation is made by you clicking the end turn button ...your right if i continue making moves i need to eventually click it again.

I dont see this as a strategy doe ...i see it more as a game option that would apply to all players in a game with any strategy.
----
Laddar...
Laddar...
28.11.2014 - 06:40
Skrivet av Yihka, 28.11.2014 at 05:54

Skrivet av Goblin, 25.11.2014 at 10:32

1. whats up with ressurection of 3 year old topic.
2. Ends turn continue playing huehuehue


Except using this strategy will either reset the bonus you get to the correct calculation or it's disabled altogether.

Also: The calculations used in this example are just that: examples.

I can se the bonus being fairly nice ending your turn in the first hour in a 48 hour game but far less ending it on 44 hours for example.

For balancing purposes maybe even make it that waiting too long will actually decrease your income. For an 48 hour period this might be at 24 hours left.


You know this will make Goblin even more oP that he is, right? lol
Laddar...
Laddar...
28.11.2014 - 14:05
You're quite right, this suggestion would need a revamp in order for it to be interesting again. This suggestion was mainly made for short-duration games, which has been totally made obsolete with casual game time limits. It does not fit in the current game.

However I do think a time-based strategy could work out interesting. There are alot of ways to interpret time, so I'll list a few here:


Turn duration based:
Pretty much the current idea. It's based on the turn duration and faster gives a bigger bonus. Note that it does not necessarily have to be an income bonus on end turn but might as well be that the faster you move a unit, the higher his attack will be ( Capped, of course. ). Being turn duration based, this is also the harder one to balance.

Queue based:
Instead of using turn duration as a way to determine the buffs/debuffs, another way would be to use the queue system. The first action you take has the highest buff, while each following action will be weaker, eventually resulting in a debuff. Negative side for this would be that one can determine what to strengthen and weaken each turn quite drastically.

Game duration based:
You can interpret this 2 ways: You will start out with quite the strong buffs and turn weaker each turn or you start out weak but as the game goes on you will turn stronger.

Unit duration based:
You can interpret this 2 ways: Unit starts out strong but turns weaker each turn or begins weak and becomes stronger each turn

Unit range based:
Even though indirectly time-based, the more you move a unit the weaker he gets for defensive units and the opposite for attacking units. To compensate, moving defensive units will debuff them while not moving attacking units will debuff those.

Current game-timers lessened:
Think of your reinforcement time being each 2 weeks instead of 4 weeks or your country bonuses going to 200% twice as fast as the opponent.


These are just a few suggestions of what you can do with time and if you think longer I'm pretty sure you can think of a lot more. A time-based strategy can be interesting, it just needs the right mechanics so it is fun to play yet still not overpowered.
Laddar...
Laddar...
atWar

About Us
Contact

Integritet | Användarvillkor | Bannare | Partners

Copyright © 2024 atWar. All rights reserved.

Följ oss på

sprid vidare