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Special Unit Ideas: 1/7/2016 15:26:12


Ω Cat Juggernaut 
Level 59
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Spy/Spy Catcher is useless in a map like Big US, but would be perfect in maps like World Nations 2014/2015.
Special Unit Ideas: 1/7/2016 16:01:54

Meropenem 
Level 64
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I like the archer/sniper idea. Might take it slightly farther, and keeping with the Napoleonic-era roots of the old Risk board game that this is all based on...

Artillery/Cannon - can attack up to 2 adjacent territories away. Maybe kind of similar to the new bomb card in effect, but this being a unit would be available every turn, instead of accrued as the cards are. It could also fall into enemy hands if that territory is captured. It could have very limited defensive capability, as an artillery unit would in real warfare, as opposed to the infantry that we currently have. Could have the capability of occupying a territory alone and employing the 2 adjacent squares bombardment with a diminished effect and also the capability of occupying the same territory as infantry and being involved in attacks on immediately adjacent territories with greater effect/damage. "Developing" or "employing" artillery could use some increased % of your per turn income. IE you're getting 20 per turn...well that's 20 infantry OR 2 artillery

I also would love the idea of training or combat experience...units gaining slight strength advantages thru either time or better yet, successful combat. IE You have a stack of 10, you use that to take out several enemy territories, some attrition ie combat deaths, but let's say the 5 remaining troops, battled hardened and experienced, become slightly more powerful and maybe get offense and defense bonuses of a few %, making them slightly more effective. Continue to win, continue to grow in power. Add to the stack with new income, well new recruits could slow the pace of experience gain.

Couple things I thought of. No idea how hard they would be to develop into the game. But they're real world. Troops gain experience and fight better, that's warfare, that's why militaries train constantly. And going back to the dawn of warfare, if you developed stand off/ranged armaments...be it a sling and stone, a catapult, archers, cruise missiles and artillery...you used it...and once developed it became a part of warfare...to the point that in modern warfare, many aspects have become almost like video games. Operators in trailers, 1000's of miles away, operating a drone and watching bad guys go boom on video screens.
Special Unit Ideas: 1/7/2016 16:23:33


Mathieu
Level 52
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Giant: can move only once every two turns, but counts as a huge stack from e.g. 50 armies, could be more, could be less.
Special Unit Ideas: 1/7/2016 16:34:16


muddleszoom
Level 59
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spys: you place in any position at the start of the game they are invisible to other players. are just there to see were other players are
Special Unit Ideas: 1/7/2016 16:44:06


DanWL 
Level 63
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What about a Super Soldier that has 100% offensive attack and 75% defence? Counts as 10 armies. Can't be partially damaged. If is gone, it won't be able to respawn.

Edited 1/7/2016 16:44:53
Special Unit Ideas: 1/7/2016 16:50:04

Lord of Shadows
Level 57
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I worry that warlight is moving away from what made it fun. If I wanted to play with all of these advanced ideas I would just pay 20 dollars during a steam sale to purchase CIV V, a far more advanced game with all of these ideas already implemented. Also CIV 5 would be WAY cheaper than membership. I worry that making the game more and more complex like many of the ideas proposed will just turn warlight into a watered down version of a CIV.
Special Unit Ideas: 1/7/2016 17:00:05


GeneralPE
Level 56
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I agree. Warlight is Risk. Keep it that way.

Edit: I do like the nuke card idea (with a little refinement)

Edited 1/7/2016 17:00:47
Special Unit Ideas: 1/7/2016 17:49:23


Epicular
Level 46
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I think implementing several more special units would indeed ruin what Warlight is. At that point why not also add support for diplomacies?

Btw Archer/Sniper seems like a very good idea for such a special unit. It has tons of strategic potential. Put him behind your border armies to protect him while he whittles away at enemy stacks, or put him at the front and expose the enemy's mainland while also risking your unit?
Special Unit Ideas: 1/7/2016 17:53:57

King Leonidas 
Level 58
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i believe instead of creating units. something warlight is not known for, we should attempt to create ideas for new types of cards
Special Unit Ideas: 1/7/2016 17:55:11

King Leonidas 
Level 58
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by creating new cards it would not compromise the reasoning and differentiating factors of warlight compared to other games of similarilty.
Special Unit Ideas: 1/7/2016 19:33:11


Fleecemaster 
Level 59
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Paratrooper card: Like an airlift but it works like an attack and can be used on any location.
Special Unit Ideas: 1/7/2016 21:43:24

M. Poireau 
Level 57
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I also feel that this is a strange and un-Warlight-like direction to go. What happened to the simplicity of the game?

If we want different unit types and complex combat, it seems we would be suited by designing a different game from the get-go (at the very least, with better graphics).

I've given some of my thoughts, however, on very minor and simple changes to Warlight which could spawn nearly endless variations, and put the development of the game into the hands of the players. Some examples:

https://www.warlight.net/Forum/94408-taking-warlight-next-level

https://www.warlight.net/Forum/107556-new-concept-fog-cards

The idea in all Warlight updates/settings, I believe, should be to enable more new, different types of play. Each change should seek to open up new possibilities - you can see how either of my two suggestions, above, would allow users to create a multitude of new game styles, maps, and templates, rather than just allow one new function for Warlight.

Edited 1/7/2016 21:56:14
Special Unit Ideas: 1/7/2016 21:56:23


Deutschland
Level 36
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archer should be artillery, how about a tank increases kill rate I think there should be a way to makethe characters
Special Unit Ideas: 1/7/2016 23:53:13


Epicular
Level 46
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Paratrooper card is an interesting idea yet also a strategically horrible one. Pile up a few hundred troops, then send them randomly into the heart of your opponent's largest bonus... It is impossible to defend against that.
Special Unit Ideas: 1/8/2016 00:16:01


Genghis 
Level 54
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Did you guys not read my earlier forum post. ..
Special Unit Ideas: 1/8/2016 16:08:03


Major General Smedley Butler
Level 51
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stfu attention whore
Special Unit Ideas: 1/8/2016 18:38:18


Fleecemaster 
Level 59
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Epic, you mean like... Real war? You know each card is optional too right?

The idea is to add the strategy of defending from within, currently players only ever have to defend borders, wouldn't it be interesting to try something different too?

Also it really places emphasis on recon cards, and strategic defence behind your lines.

You don't have to like it, you don't have to play it either :P

Edit: For a real-world example, look at things like "Operation Market Garden"
https://en.wikipedia.org/wiki/Operation_Market_Garden

The basis for the film "A bridge too far"

I would love to make a scenario based on this, atm that's just not possible...

Edited 1/8/2016 18:42:22
Special Unit Ideas: 1/8/2016 19:06:47


d1plons 
Level 54
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Seems like a lot of people would like a sniper
Special Unit Ideas: 1/8/2016 19:16:50

RainbowBrite 
Level 60
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Maybe Fizzer can introduce a UI/UX designer to the game and have them make it suck 20835% less.
Special Unit Ideas: 1/8/2016 19:43:17


davidhmtk 
Level 65
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Miners (or Bomb Squad) , as in Stratego, who can disarm the Bomb Card, they count for 0 strength
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