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The update!: 1/4/2016 18:21:52


Tristan 
Level 58
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@propulsion


The commander represents you. You’re on the battlefield with the rest of your armies, commanding them. If the commander dies, all of your armies change to neutral and you’re eliminated from the game.

Commanders can attack, defend, and transfer in the same way that normal armies can. When you issue an attack or transfer order from a territory with a commander, a check-box will appear that allows you to optionally include the commander in that attack or transfer.

When in combat, commanders act like a stack of 7 armies. For example, if you attack with your commander along with 3 armies, it will do the same amount of damage that attacking with 10 armies would do. Similarly, if you are defending against an attack with your commander and 3 armies, you’ll do damage to the attacker equal to if you were defending with 10 armies.

When a commander engages in combat along with armies, the armies always take damage first (they’re protecting the commander with their life). For example, assume a territory has a commander plus 3 armies, and 10 armies attacks it. Using the default 60% kill rate, the 10 armies will do 6 damage. Since armies die first, the 3 armies die, and 3 damage would be left to be applied to the commander. Since it takes 7 damage to kill a commander, and commanders are never partially damaged, the 3 remaining damage does nothing. In order to kill a commander, all 7 damage must be done to it at once in a single attack.

In manual distribution games, commanders will always start on the first territory you are awarded (usually your #1 pick). In auto distribution games, commanders will start on a random territory of yours.

For the most part, commanders follow the same rules as armies. For example, in multi-attack games, commanders can attack many times, but as soon as they transfer they can’t move again. However, unlike normal armies, commanders can not be transferred to a teammate (they must always remain on a territory you control.) Using an Airlift Card, commanders can be airlifted, as long as the destination is one of your own territories and not a teammate.

Only members may enable commanders for their games, however anybody can join a game that uses commanders.


^ From the blog post.
The update!: 1/4/2016 18:24:57


LoaTBaC
Level 50
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Yeah being able to set the value of Commanders would be good (maybe something based on income too?). One thing I don't like is the removal of the option to set whether the game starts automatically in real-time games (if the game takes a long time to fill, you could send a warning before it is about to start if you have the option).
The update!: 1/4/2016 18:26:29


l4v.r0v 
Level 59
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One thing I don't like is the removal of the option to set whether the game starts automatically in real-time games (if the game takes a long time to fill, you could send a warning before it is about to start if you have the option).


Perhaps the feature was being abused and really increasing boot rates in things like diplos?

It also breaks my RT matchmaking setup because no it's impossible to automate unless I make all the games MD.

Edited 1/4/2016 18:26:49
The update!: 1/4/2016 18:28:59


Belgian Gentleman
Level 57
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Still waiting on the moment when peace treaties are becoming a real thing.
The update!: 1/4/2016 18:31:35


Ox
Level 58
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Agreed with knyte. Having Commanders as customisable instead of fixed would be pretty nice, especially seeing as different games have different incomes per player (commanders would become useless on large maps).

Overall, a damn good update. :)

Edited 1/4/2016 18:32:05
The update!: 1/4/2016 18:31:39


ChrisCMU 
Level 61
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Reading the update, so far everything seems positive to me. Great update Fizzer!

1) Commanders - not anything to be used in a strategic game, but will be fantastic for those who do RP games for sure.

2) 1 army must stand guard - again, should not change strategic games as much, but still a good setting to have

3) Membership trail/cost - don't care, but does not hurt to have more options

4) Rename card - don't care, but makes sense

5) trophy for ranking first in the 3v3 ladder - Great!

6) In Local Deployment games, the bonus names are now links which highlights - badly needed, thanks!

7) Initial armies per player territory setting can now be set to 0. - good update

8) The Mega Strategy Pack now unlock - does not effect me but makes sense

9) The experimental sockets feature now disconnects less often - not sure what this changes for me?

10) The “automatically start once all players join” flag - good idea

11) “next game” button is now at the bottom instead of the top - good idea

12) “Game Summary” button - good update

13) The “Rate this map” in Game Summary window. - this addresses my concern, thanks

14) The Game Summary window now provides links to history and graphs. - helpful

15) Need validated email address or be signing in through Facebook. - great idea

16) move order is now viewable at the top of the Players window - sounds good
The update!: 1/4/2016 18:40:00


DanWL 
Level 63
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No spoilers please!
The update!: 1/4/2016 18:40:45


Kenny • apex 
Level 59
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2) 1 army must stand guard - again, should not change strategic games as much, but still a good setting to have


MA templates.
The update!: 1/4/2016 18:41:06


Yugoslavia 
Level 60
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I have a problem http://prntscr.com/9m2af6
Please help, I whant to play :)
The update!: 1/4/2016 18:43:33


Buns157 
Level 68
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I don't see why fizzer got rid of lifetime membership, it was the only one I was thinking of buying after a coin tournament im in.
The update!: 1/4/2016 18:45:34


Fleecemaster 
Level 59
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The servers are super-buggy now :/
The update!: 1/4/2016 18:46:39


Zephyrum
Level 60
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2 things!

1) Agreed with Knyte. Make it so you can customize the commander value. Same for the gouddamn bomb card damage.

2) Can't use Commander and 1 army must stand guard together. That's fine, but...



He refers to commanders as "special units".

Does that means that... There'll be MORE of these units?

#THEHYPE!!!
The update!: 1/4/2016 18:48:02


Kenny • apex 
Level 59
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lmao.
The update!: 1/4/2016 18:48:05


Fleecemaster 
Level 59
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Emergency blockade is a terrible name, I thought we covered that in that thread already?
The update!: 1/4/2016 18:50:54


Psychonaut
Level 57
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I think it's pretty rad. Commanders need to stay out of strategic games for simplicitys sake. But they'll make RP and diplomatic game much more fun. And I'm excited to see what game modes people come up with :) also the ability to remove one army stands guard I think is an amazing change.
The update!: 1/4/2016 18:54:37


[WL] Colonel Harthacanute
Level 52
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Wow! This is literally amazing!

#ThankYouFizzer!!!
The update!: 1/4/2016 18:59:04


Zephyrum
Level 60
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I COULDN'T RESIST. He's so good looking.

The update!: 1/4/2016 18:59:40


Fleecemaster 
Level 59
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Nice, it bugs me that the commander isn't vector graphics though, looks so out of place...
The update!: 1/4/2016 19:08:52


l4v.r0v 
Level 59
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@Kenny: that's an interesting side effect of commanders... they might not be great for strat games yet

They might end up alongside Multi-Attack/Bomb Cards/etc. as one of those options not frequently encountered in widely-used strategic templates that are still used by a small set of players for interesting strategic situations. I don't really think they preclude templates from being strategic- they just introduce new dynamics.
The update!: 1/4/2016 19:09:55


ChrisCMU 
Level 61
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I bet that is a selfie of Fizzer from Halloween (the commander picture)
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