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New game mechanics: 11/22/2014 21:24:50

MRSKILL45
Level 51
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Hennns


5. I believe "Extra armies per territory" would suit your need, it is not exactly the same, but should be close enough. http://wiki.warlight.net/index.php/Extra_armies_for_territories


Far away from it. Because i want to ->balance<- the bonuses. It has nothing to do with your income all around. I want that bigger bonuses as France are less fragile. And if i would just increase the income from it, it just become too strong. While smaller bonuses like "Austria" change completly their strengh if i just add 1 more bonus unit.


1. Check out order priority card, or play with cyclic move order.Oh, and just in case you don't know this is how move order works: http://wiki.warlight.net/index.php/Move_Order


No, because the runner could also use it and furthermore, it should happens everytime and not just if you have the card for it.


3. just play with giftcards, as many as you'd like.


Giftcards wouldnt be the same because you could survive everytime and too many gifts would allow you to gift complete bonuses to players who need it at most on the front. So it must be everytime possible and it must be aside to your teammates countrys for a better gameplay.


2. 2: 1vs1 begin with 1 country for each
I'm not sure what you mean here, if it is a 1v1 game, in which nothing will ever happen; simply Vote to End. if it is an ffa, you can just use PMs to make a truce.


Never played 3on3? It can always happen that you fight for a while alone against one other. And truces are just bad in ffa, it destroys the gamesense.




Taishö


Got it, my bad. There's a feature that gives you bonus units for owning over a certain umber of territories, i.e. +1 income for every 3 territories, admittedly not the same, but quite similar.


Same answear.


No, no I'm not. I'm saying you can assign each player a complete bonus from the start of the game, just like you mentioned, by using custom scenario.


I know of course that its possible to customize a scenario to have a complete bonus at start but it isnt what i wanted.


You would use it to kill smaller stacks before they break your defenses, but players would turn it around and use it to stack and steamroll, so of course it would change the way people play the game.


There is already a focus on stacks in game if you didnt realize it. But this way it isnt possible anymore that 1 stack can hold you. You raelly think its a great thing of the game that someone just need a pretty big stack and a huge amount of luck to win the game, while you already have a huge advantage which you could never stop other way? And of course it also change games which are still not decided. I really dont like it if luck is more decideable than any other tactic.


Edited 11/22/2014 21:31:23
New game mechanics: 11/22/2014 21:29:15


Lawlz
Level 41
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Looks like you need to just deal with it. You're played an Indie game bro, this ain't Battlefield.
New game mechanics: 11/22/2014 21:34:18

MRSKILL45
Level 51
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Each computer game can be changed, if the onwer would want it.

Edited 11/22/2014 21:34:34
New game mechanics: 11/22/2014 22:04:18


Genghis 
Level 54
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The owner doesn't exactly have change to throw, is always very busy and takes a while to do anything. Get used to it, because it'll stay that way until WarLight becomes GOTY.
New game mechanics: 11/22/2014 22:09:17

Hennns
Level 58
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Far away from it. Because i want to ->balance<- the bonuses. It has nothing to do with your income all around. I want that bigger bonuses as France are less fragile. And if i would just increase the income from it, it just become too strong. While smaller bonuses like "Austria" change completly their strengh if i just add 1 more bonus unit.

Warlight have over 1000 maps, I'm sure there is one which have bonuses the way you'd want them to be. if not you can always make your own map.

No, because the runner could also use it and furthermore, it should happens everytime and not just if you have the card for it.

Cyclic means you will altenrnate turns, that's good enough imo. and no the guy with the small stack most likely won't use the OP card the same turn, unless you play easily predictable.

Giftcards wouldnt be the same because you could survive everytime and too many gifts would allow you to gift complete bonuses to players who need it at most on the front. So it must be everytime possible and it must be aside to your teammates countrys for a better gameplay.
then add that as a rule and play with frends/players who will honor it. Just cause the game doesn't work excatly like you want doesn't mean you can't play that way. This possibility to play with different settings/rules is one of the things that makes wl great.


Never played 3on3? It can always happen that you fight for a while alone against one other. And truces are just bad in ffa, it destroys the gamesense.

I've played 3v3, but since you said 1v1 it wasn't clear what you were talking about ;) Keep in mind that just cause you want to play one way doesn't mean that everyone want to play that way. I think both truce/no truce is fun ways to play ffa's but I don't see how your suggestion will improve either version.


Oh, and also sorry if this sounds rude; If you've problems cause a small stack breaks your bonuses while you're hunting it with a larger once, consider changing your strategy, not the game. For example use your stack to break more of his bonuses instead of hunting your opponents stack with no success.(ofc this ins't always possible, but you get the point; play to your advantages, not your opponents)

Edited 11/22/2014 22:09:53
New game mechanics: 11/22/2014 23:35:41


Taishō 
Level 57
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There is already a focus on stacks in game if you didnt realize it.


Eh, I've played this game for a couple of years, against a variety of players and I can tell you that everyone has their* own style. Stacks have their uses, but can be countered as well. I wouldn't be for changing up the system just to make stacks more/less useful than before.

Balanced bonus -> I just realized you're essentially advocating a super-bonus, which many maps already have (i.e. a bonus within a bonus).

Edited 11/23/2014 12:16:14
New game mechanics: 11/23/2014 01:40:58


Incaman
Level 58
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He's not advocating anything. I sincerely doubt he even knows what he's talking about.

1: First order running

How about not running after a stack like an idiot. Maybe try to predict your opponents moves and intercept, attack his bonuses...I bet some better players than me can give you many other solutions this. By the way how can one large stack break all your bonuses, it can break one at a time. But, Running after a stack and later complaining you didn't catch it is NOT the games fault.

2: 1vs1 begin with 1 country for each

I don't think this deserves an answer. But, here it is.....If you start next to an opponent, CRUSH HIM! Trying to balance your inability to play 1vs1 in slightly better or worse situation is NOT the games fault.

3: Giftsystem

What?!? Are you proposing that the game implements a gift card? Whats the problem with attacking your teammate to get a bonus? What is this theoretical situation you find your self unable to overcome? Not knowing now to help your teammates or use a gift card is NOT the games fault.

5: More balanceable bonus

No! That's an idiotic proposal. This game is basically Risk, the whole fucking point is to get the whole bonus. If you are unable to get a whole bonus, consider changing and improving your tactics and strategy. You inability to get a bonus is NOT the games fault.

Conclusion: Warlight is far from perfect, even far from great, but neither is Risk, nor any other game. Hence, your inability to understand the game mechanics and adapt and learn is NOT THE GAMES FAULT.

And just to make it clear: I'm not suggesting that Warlight shouldn't make changes or improvements, but you are suggesting changing the very core of the game.

So, Go find another game better suited to your wishes or even better, make one for yourself. If it's so great we will come to play it ;D

Edited 11/23/2014 01:44:10
New game mechanics: 11/23/2014 13:05:47

MRSKILL45
Level 51
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To Incaman

1: First order running

How about not running after a stack like an idiot. Maybe try to predict your opponents moves and intercept, attack his bonuses...I bet some better players than me can give you many other solutions this. By the way how can one large stack break all your bonuses, it can break one at a time. But, Running after a stack and later complaining you didn't catch it is NOT the games fault.

You seem not to understand the game. There are a lot kinds of tactical situations in the game. And to beat 1 large stack which is moving to your bonuses is only beatable by a larger big stack. And usually you also have stacks standing around moving at the front or as defense. So you put them together or your opponent will crush many of your bonuses and maybe even take it for its own. If you get in a 3on3 overwehlmed and losing the control of course you try to do much as possible to slow him down till your defeat to give your team better chances for a win. And sometimes next to a gurilla tactic which fight with many smaller groups you still have a larger group from a front you couldnt hold which you can use to walk to his center by walking around his defense. And in this case and many other ways how big stacks walk and move you can only stop them with a larger stack and its always luck if you can catch it but it shoulndt be. If a running large stack walks through your and your mates bonuses you cant recapture it immidatelly. You lose a lot income which will make a big difference 20 - 30. And in addition you also lose the units you have to put to the stack because you always need the doubled amount and that means you cant have them on the front where you will lose other bonuses. It also can happen at the start if you feed a mate and if you would not hunt him he would just destroy all what you have what end in a lose.

2: 1vs1 begin with 1 country for each

I don't think this deserves an answer. But, here it is.....If you start next to an opponent, CRUSH HIM! Trying to balance your inability to play 1vs1 in slightly better or worse situation is NOT the games fault.

You didnt read or understand it. If you start with 1 country exaclty next to your opponent you cant do anything except deploy and end your turn until someone reach this situation and feed. Here it always ends in a hunting situation. And of course the one who feed miss his units for other things and that means you have to catch him soon or you have a disadvantage.

3: Giftsystem

What?!? Are you proposing that the game implements a gift card? Whats the problem with attacking your teammate to get a bonus? What is this theoretical situation you find your self unable to overcome? Not knowing now to help your teammates or use a gift card is NOT the games fault.

One guy falmes me for writting to much, but if i dont write everything you dont understand. I even explained it. Gift cards are not the solution. Just look what i have written before.


4: More balanceable bonus

No! That's an idiotic proposal. This game is basically Risk, the whole fucking point is to get the whole bonus. If you are unable to get a whole bonus, consider changing and improving your tactics and strategy. You inability to get a bonus is NOT the games fault.
Conclusion: Warlight is far from perfect, even far from great, but neither is Risk, nor any other game. Hence, your inability to understand the game mechanics and adapt and learn is NOT THE GAMES FAULT.
And just to make it clear: I'm not suggesting that Warlight shouldn't make changes or improvements, but you are suggesting changing the very core of the game.
So, Go find another game better suited to your wishes or even better, make one for yourself. If it's so great we will come to play it ;D

You have not understand it. I try to balance a map sensful, so that bigger bonuses would have more risk but are more commercial. Smaller bonuses have less risk but are less commercial but at the moment the options to balance are not enough to give the game a perfect balance. It always ends that i have to give the largest bonuses more income what resolves in a to high income for them while the smallest are not commercial in comparison to them. Because the middle bonuses have pretty low risk and are still very commercial.

To Taisho

1: Stacks can be countered
Eh, I've played this game for a couple of years, against a variety of players and I can tell you that everyone has there own style. Stacks have their uses, but can be countered as well. I wouldn't be for changing up the system just to make stacks more/less useful than before.

2: Super-Bonus is already in game
Balanced bonus -> I just realized you're essentially advocating a super-bonus, which many maps already have (i.e. a bonus within a bonus).

As i explained, there are diffrent kind of tactical situations, with appropirate answears how you have to move if you want to do it right. And i also already explained that i dont want to have a bonus in a super-bonus, because somone could break both at once. I try to balance "Europe" which is too small for super-bonuses and if i would still try it, you could get to strong with it and you wouldnt have the effect to lower the risk from larger bonuses you would just have more small or middle bonuses then and no large bonuses anymore.

To Hennns

1: Just look for the right map
Warlight have over 1000 maps, I'm sure there is one which have bonuses the way you'd want them to be. if not you can always make your own map.

But many of them are too small or too big. Or the countrys are to narrow together. Just "Europe" and a few other maps are playable for that kind of play i wanted.

2: It wasnt clear
I've played 3v3, but since you said 1v1 it wasn't clear what you were talking about ;) Keep in mind that just cause you want to play one way doesn't mean that everyone want to play that way. I think both truce/no truce is fun ways to play ffa's but I don't see how your suggestion will improve either version.


3: First order and cards
Cyclic means you will altenrnate turns, that's good enough imo. and no the guy with the small stack most likely won't use the OP card the same turn, unless you play easily predictable.

You dont get it. So again, it must be for all running situations and not just for these you have a card for. Otherwise you would just stop some of the running stacks, simple.

Again, ppl wayne because i write so much even if it would just take 2 minutes to read it. So i didnt write 1 more phrase to explain that it's meant even for a multiplayer game for more than 2 players. But if you would have read the text you would have understand it.


4: Anti-stack strategy
Oh, and also sorry if this sounds rude; If you've problems cause a small stack breaks your bonuses while you're hunting it with a larger once, consider changing your strategy, not the game. For example use your stack to break more of his bonuses instead of hunting your opponents stack with no success.(ofc this ins't always possible, but you get the point; play to your advantages, not your opponents)

If you dont want to lose the game you have to build a defense for your bonuses. And of course you will also have a offense. But in this game i usually play the situation is always diffrent. Sometimes your opponent is in the position to break bonuses from you and sometimes you are in the position to break his. And if there is running a large stack to you, and you have to stop it before it braks 90 % of your income together with your team. You must stop it with your units you have in the near of it. If you wouldnt use them for defense, and you would send them to his bonuses instead, you would need maybe 20 turns until they reach it while your bonuses are already under control of your opponent.

Edited 11/23/2014 13:12:01
New game mechanics: 11/23/2014 13:58:33

MRSKILL45
Level 51
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By the way i also miss a function to delay order. So that someone with just 3 moves can have the last order although someone others has 50 moves.
New game mechanics: 11/23/2014 17:09:02

Elroi{IL}
Level 57
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You want to build a map is built you can not easily break the bonuses? And will be a long game and show real? I have an idea how to do it if you want.
I build games if local deployment in cities, and a bonus on earth,,, that the state survives for a long time and the game looks realistic.
Ldogma- war between the Czech Republic and Austria, you have to take the city to subdue the country.
New game mechanics: 11/23/2014 17:32:56

Hennns
Level 58
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By the way i also miss a function to delay order. So that someone with just 3 moves can have the last order although someone others has 50 moves
Order delay card, need I say more.


You seem not to understand the game. There are a lot kinds of tactical situations in the game. And to beat 1 large stack which is moving to your bonuses is only beatable by a larger big stack. [...]
If a running large stack walks through your and your mates bonuses you cant recapture it immidatelly. You lose a lot income which will make a big difference 20 - 30. And in addition you also lose the units you have to put to the stack because you always need the doubled amount and that means you cant have them on the front where you will lose other bonuses. It also can happen at the start if you feed a mate and if you would not hunt him he would just destroy all what you have what end in a lose.


To me it sounds like you've no idea what you should do once a stack breaks through your defense. That may be because once your defense is broken, the game is usually lost (teamgeams ofc may not be). Why don't you show us an example from your games, there's many players here who could give you advice.

Again, ppl wayne because i write so much even if it would just take 2 minutes to read it. So i didnt write 1 more phrase to explain that it's meant even for a multiplayer game for more than 2 players. But if you would have read the text you would have understand it.


The only one who I've seen making a point about you writing much is yourself.. If people don't understand your ideas/arguments/POW/Whatever, don't tell them to just "read the text", they've already done that and it didn't work. instead try to explain simpler, show examples; of course you don't have to, but that would make things easier for all of us ;)
New game mechanics: 11/23/2014 18:44:29


Incaman
Level 58
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This reply for reply obviously doesn't work for you :D You just keep repeating the same faulty arguments in your inability to understand now to play Warlight. So, here is one that will fix all those problems you are having:

"Learn how to play the game or if you are unable to learn from trial and error ask some top players for advice some of them are very friendly"
New game mechanics: 11/25/2014 14:44:30

MRSKILL45
Level 51
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There are many ways to play this game. Because each map can have his own gameplay by having more or less territoys and so on. Also the gameoptions give you a lot ways to play the game by setting the neutral units to 0 or give units per territory.

I have build my own gamemode and for this i could need this gamemechanics. It would last too long to look for a replay where you could see what i mean with the first order running although it shouldnt be neccessary, because it is imaginary if you know the game.

Here is 1 replay of it.

http://warlight.net/MultiPlayer?GameID=3158168

Withouth these mechanics i cant improve the gameplay.

3 Territorys Denmark and Switzerland will stay wastelands anway because of they would make it too risky to take Germany, France, Sweden or Italy at start.

4 Territorys are 2 Bonus
5 T = 3 B
6 T = 4 B
7 T = 5 B
8 T = 6 B
9 T = 7 B
10 T = 8 B
12 T = 10 B

As you can see i have diffrent bonuses at the replay. Because as i already said here in the forum before, i already tryed to give larger bonuses more units but the small bonuses would be too weak in comparison then. The middle bonuses are fast finish and are still nearly commercial as the large bonuses.

You can take Belarus (6 T and 4 B) at 2-3 turns. And Germany (12 T and 10 B) at 5 turns. So if you could conquer Belarus 2 times (12 T and 8 B) it would also last 5 turns to take it maybe earlier. So you would have conquered the same amount of Territorys and just miss 2 income but you have 2 Bonuses and instead of 1 which means it is harder to break it and easier to defend. Furthermore you have the advantage of a small bonus which can be established in 2,5 turns. While larger bonuses needs longer and if a player get seen before he can finish it by a player starting in a small bonus, he will not be able to finish it.

Edited 11/25/2014 15:19:42
New game mechanics: 11/25/2014 21:40:38

Hennns
Level 58
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So you'd basicially want superbonuses, like on the USA map: http://warlight.net/SinglePlayer?PreviewMap=24591

One thing you could try to make starting in large bonuses less risky is to increase number of starting armies. Or number of starting territories. There's no way you'd be able to coustemize which territories are a bonus though>they're part of the map svg.

anyway These two maps might fit you well (or maybe not, idk :p)

http://warlight.net/SinglePlayer?PreviewMap=25416
(Large, but easier to coustomize bonuses; prob better for large teamgames)

http://warlight.net/SinglePlayer?PreviewMap=35689
(very simmilar to the one you played on, but with some differences (eg germany)
New game mechanics: 11/25/2014 23:50:25

Captain Oblivious
Level 6
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I discovered this really fun map that no one ever seems to play :(

http://warlight.net/Map?ID=14770

And this really neat setting here that no one seems to care about!

http://wiki.warlight.net/index.php/Gift_Card
New game mechanics: 11/26/2014 10:23:25

MRSKILL45
Level 51
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Again, i dont want superbonuses, because you can break a bonus and a superbonus at once and they have specific territorys you need to have. While i want to have bonuses giving income just by having any territorys of a bonus as long as you have at least an amount of territorys of the bonus, 6 of 12 which could give 2 income or 2 of 4 grating 1 income for example.

If you increase the starting number or territorys or number of units you also would change the gameplay and the balance again. Thats what i meant in my last comment.

There are many ways to play this game. Because each map can have his own gameplay by having more or less territoys and so on. Also the gameoptions give you a lot ways to play the game by setting the neutral units to 0 or give units per territory.


If i would just increase the amount of units you start middle bonuses are more saver and smaller bonuses lose their advantage to them. Bonuses as Greece would be worse because you could have Romania faster but not Greece since of the reachability of all his territorys.

If you would increase the number of territorys you can chose you would increase the risk to take larger bonuses because people would and could splitt their positionings more. Furthermore its one of the nice things not to be everywhere around on the map, then the game result more in a battle over the whole map. And you can have more game phases, while 1 player is in trouble because he needs to fight against 2 opponents in the north, while his team first need to reach his position. And as soon as they reach the battle the cards get new shuffled.

Because of the only 1 territory you get, the balanced bonuses and the right number of territorys of the map which are splitt enough there are more interresting tacitcal decisions where you could start. If you start stick together with your team you can save each other in your team and defeat lonly opponents but they can expand in other areas fast to increase their income and they are more able hit you critical because your bonuses are close together.

Edited 11/26/2014 10:49:56
New game mechanics: 11/26/2014 11:03:57


Ranek
Level 55
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MrsKill, have you ever considered to play with superbonusses?
New game mechanics: 11/26/2014 15:24:41

MRSKILL45
Level 51
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Ranek read before you post something.
New game mechanics: 11/26/2014 20:27:36


Incaman
Level 58
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I still can't decide if you are trolling everyone or you are really an idiot :d
New game mechanics: 11/26/2014 20:45:47


AbsolutelyEthan 
Level 63
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so basically you want a superbonus
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