25.08.2013 - 15:25
Lets say you are being completely crushed by your opponent and you are strapped for cash. You could have an emergency option that would allow you to defend your country so you could buy time in order for your allies to aid you, keeping you in the game. By using up some of your cities population (production) you could then rush build units in a city for defense. This could be helpful for some younger players that need that extra bit of time when facing off against a higher ranked opponent. However, there would have to be a limit to how many people you could draft. Potential Problems - Increases game time. - Could be potentially abused by higher ranked (or lower ranked players) This is just an idea. There are many bugs but the idea itself I think is valid and should be implemented. Support or No?
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25.08.2013 - 15:28
Support, I personally like the idea, but it needs some work. I'll ponder it for a little while.
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25.08.2013 - 17:10
I was thinking of a new system for reinforcements, the current turn based one is really bad in my opinion, I thought maybe the more you use the more it affects the cities income and population and other things instead of being a linear every 3 turns you get x amount of reinforcements. Also turns taken to train, militia could be one turn, inf and tanks 2 and so on, this would require pre planning and stop this unrealistic waiting to capture until the turn before reinforcements.
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25.08.2013 - 17:35
What if the city I am ''training'' my units in is taken? Will I then lose all the money which I spent on making them or will it be in the region rather than a specific city which you could then deploy anywhere in the region? Anyway back to the topic itself, it sounds like a reasonable(and a bit realistic) suggestion, but it could but abused.
---- "Another such victory and I come back to Epirus alone" - Pyrrhus of Epirus
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25.08.2013 - 18:16
They could be left out of the city that was attacked but have reduced stats, according to how long the have trained, they could even be released earlier at the cost of smaller stats.
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26.08.2013 - 22:03
I like the idea. I think though, that this would be major game changer. 1 example: You know your country is going to be take next turn. You draft to the maximum so that when the enemy conquers it, he gets less income and reinforcements. This definitely would need to be an option.
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27.08.2013 - 08:37
Thank you for the feedback! The idea I think is sound but the implementation might need some work.
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27.08.2013 - 23:26
I had an idea: what if each unit drafted reduced the next turn's reinforcement by 2? Would be an interesting addition because: * Attacking players would have to take into consideration drafted units and expect to capture a city without reinforcements; * Defending players could use this emergency to, well, defend critical cities; * And they could prevent the enemy from using that city's reinforcement by drafting. Could be interesting. But it would still affect more whoever was capturing than whoever defended, in the sense that defenders would make use of it by denying the attacker its reinforcements. Thus drafted units could cost more, say +30, after all emergency is very expensive.
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28.08.2013 - 08:36
The intial idea was that drafted units would cost population. Since population = productivity the defender would lose his production. However since this might be hard to implement using money and limiting reinforcments may be an easier solution.
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28.08.2013 - 13:30
I think it should cost population and -1 to future reinforcements. Also, it should be possible to draft militia only.
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28.08.2013 - 16:51
Games like AoE3 have a quick deployment that quick-deploys some cheap expendable troops to defend incase of a surprise attack. Seems like a similar idea. Anyway, maybe this could be mixed with that "Scorched Earth" idea people had been making, where you destroy reinforcements and income of cities. Why not destroy the income/reinf of your city for some extra reinforcements right away. Maybe it'll give you the edge you need to win, but if you fail your battle, your city has a crippled income/reinf rate and you'll lose in the long run. Anyway I'm neither for or against the idea. Just thought I'd add a bit to the discussion.
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28.08.2013 - 17:10
That's basically what the initial post is, except for the income
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04.09.2013 - 18:45
Too true! Thank you for all the comments and suggestions they have helped hope this idea is implemented eventually!
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04.09.2013 - 21:13
Well, this idea probably came about in your mind after getting crushed by the higher ranks, right? You want this 'save my ass' feature to help you not get crushed. No matter what 'save my ass' feature there is, higher ranks will learn a way around it and crush you just the same. Not only this, but the higher ranks would use this 'save my ass' feature x10 better then the lower ranks. More experienced players are not some unbeatable Gods. You don't need some special feature to help you beat them. Focus on what they do and learn from your mistakes. You'll eventually become good enough to beat them, or at least give a them a better fight.
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05.09.2013 - 05:53
I kind of like the idea of an emergency conscription, much like the way you capture foreign lands and get Militia from the cities. I don't think this will be to much use of lower Ranks as the higher Ranks will more or less always have the advantage, and they're able to rally the troops themselves if ever in that same position. The idea may be more fit for scenarios than competitive games in my opinion, but that's just me.
---- "Another such victory and I come back to Epirus alone" - Pyrrhus of Epirus
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06.09.2013 - 22:22
A great idea is an upgrade for the Guerrilla Warfare Strategy, makes reinforcements -1 turn then others, -1 attack by Militia and -2 attack by Marines, see pretty good uh and you get the option to turn it off or not
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08.09.2013 - 02:30
GW is doing well by not being OP or less than normal. Make a new strategy, don't add/detract from GW. Making -1 reinforcements defeats the concept of GW, and I can see plenty of imbalances because of that. -1 attack by Militia should be an obvious flaw- it's already a weak unit intended for defense, -1 attack makes any enemy player's offense OP. -2 attack by marines just isn't bright considering Marines are the only unit intended to attack with- not to mention how low it is on defense. All the above you suggested would totally cripple GW. Decent attacking and cheap marines, and decent defending cheap militia. It's okay as is. (please don't hurt my GW)
---- "Do not pray for an easy life, pray for the strength to endure a difficult one"
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08.09.2013 - 08:17
I dont like this idea. It would be very unfair and unrealistic that a player could simply sabotage thier frontline preventing the enemy gaining any further ground and widening the production gap between you.
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08.09.2013 - 15:32
Unfair, maybe. I don't know about unrealistic though. Think of scorched earth tactics (in WW2 Russia for example) or even excessive drafting (WW2 germany was conscripting young teenagers at the end I think). Mind you, I'm not saying realism is necessarily a good thing for AW. I just think this might be a neat if implemented as a game option.
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08.09.2013 - 18:59
It would be good if it isn't so heavily focused on defense, it would make playing defensive so much easier and OP.
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10.09.2013 - 17:23
It can be used for offense or defense depending on what you want to draft. However why not just buy units instead of paying the population penalty?
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10.09.2013 - 18:11
Because you are in a pinch. You either have no $ or no reinforcements left. Also, I would make emergency drafting for militia only. Emergency drafting stealth bombers seems a bit odd. I's add a suggestion: you should not be able to draft in a city you just captured.
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11.09.2013 - 07:54
The advantage for defence is just too big, it should strip the city of all its income and all of its reinforcements for the next 3 turns.
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12.09.2013 - 17:27
Reducing population can do that. And for much more than 3 turns.
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12.09.2013 - 18:07
That is the point implementing a scorched earth style of play would free up and allow players to play the game more in a strategic sense rather than a raw power sense. The point is defense should have the advantage. Throughout all of time defenders have had castles, bunkers, and cities to defend themselves with so they would be able to defend against a much larger force. I am trying to suggest something that may make the game more realistic and strategy oriented.
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13.09.2013 - 13:09
Infantry and GW milita already get a defence bonus in city. So defence does have an advantage there. Also on your original idea of drafting units in cities, I am fairly sure thats why we have milita in this game. They are essentially cheap conscripts and if you know you're going to get hit and you're low on cash spam milita and use all reinforcments in that country. So when they take it they don't have any reinforcements. That is kind of a scortched earth policy for what we already have in game.
---- I hate to advocate drugs alcohol and violence to the kids, but it's always worked for me.
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13.09.2013 - 19:17
Yeah I think it would be good to incorporate into this scorched earth strat idea but not otherwise. You can revise it in a new topic if you like.
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18.09.2013 - 23:20
Good idea. And yea, there should be some side-effects of this emergency-situation-saver like -1 for the production of all units in the next reinforcements turn, etc. Anyways, I support
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