29.12.2012 - 11:40
There's nothing worse than attacking a neutral city and fail capturing it because it reinforced randomly. Or seeing Paris with 9 or 10 units in the first few weeks, for example. I suggest that the neutral reinforcement system should only reinforce on the reinforcement weeks (5,9,13,17...) instead of making the system completely random. This will allow for less fails and a warning sign for when it comes to reinforcement week. At least this way players will know when to send a little more units to take a neutral city. The current neutral generator can often make the game unfair for some players. Especially in a 1v1, where one player has 4 or 5 neutral cities around him that are reinforced while the other has an easy expansion. What I'm suggesting will avoid this and make things more balanced. I already made a thread like this a while back but nothing was done. Please, this should be implemented. I don't know what kind of priority it is, whether it's high or low priority, I'm sure many will agree that this should be implemented.
---- Don't trust the manipulative rabbit.
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29.12.2012 - 11:45
I completly agree. I hate when neutral cities reinforce near my starting country.I think that it would be the best if neutral cities reinforced later on in the game.
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LFC4Life Račun izbrisan |
29.12.2012 - 12:05 LFC4Life Račun izbrisan
Would that mean neutral countries would be reinforced in turn one? I would have to send 11 units to 9 milita Spain if this were to happen and that would change a lot of expansions for most people. If your sytem would start on turn five then this should be supported.
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29.12.2012 - 12:16
I totally agree! Nothing worse that the feel when 2-3 countries you want to take have +1 unit and your oponents are all normal
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29.12.2012 - 13:25
ofc not on week1. it starts on 5
---- Don't trust the manipulative rabbit.
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29.12.2012 - 13:29
The system is fine. One unit more or less doesnt make a big difference. It has been a part of AW forever and everyone is well adapted to it. But the main reason why I would keep it as it is is because it encourages players to expand on all neutrals as early as possible.
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29.12.2012 - 13:39
1 unit doesn't, but many cities nearby with extra units each makes a big difference, and what I'm proposing still increases the neutral count every reinforcement week. So it still encourages players to expand on all neutrals as early as possible, probably even more at that. Also, it's not the fact that neutrals have "1" unit more, it's the fact that it reinforces after you attacked it (on the same turn) that affects it more. I hate having to preempt the "possibility" of the neutrals reinforcing.
---- Don't trust the manipulative rabbit.
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29.12.2012 - 13:50
Thats rather unlikely. If it happens to you anyway just prioritize the cities to attack this turn and you should hardly notice a drawback.
Probably, yea. It would make the game easier indeed. But its not hard at all to figure out how many units are needed to take a city safely. So its also an indicator of your game experience/skill.
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AlexMeza Račun izbrisan |
29.12.2012 - 17:17 AlexMeza Račun izbrisan
Support.
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Blackshark Račun izbrisan |
08.01.2013 - 16:16 Blackshark Račun izbrisan
Support!
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09.01.2013 - 02:17
I agree with your complaints, but I think your solution would make things too predictable. Perhaps a compromise:
What do you think, Tops?
---- "If in other sciences we are to arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics." -The Opus Major of Roger Bacon
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09.01.2013 - 15:24
I support Math's suggestion instead.
---- "Whenever death may surprise us, let it be welcome if our battle cry has reached even one receptive ear and another hand reaches out to take up our arms".
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09.01.2013 - 18:37
1 unit can make a huge difference if you're so used to a strategy that you know how many units you NEED to take a city, and the maximum that you should send to be on the safe side but not overkill. This is crucial in early turns because you have to ration your reinforcements, and so you send what you need to each city considering the amount that each city has. If you were starting in Spain, and you sent enough units to just barely take Paris, London, and Rome, but London and Paris both get an extra infantry, which would lead to you taking neither city, you're fucked.
---- "Bitches ain't shit, but hoes and tricks" -Mahatma Gandhi
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09.01.2013 - 19:08
Cities that regen inf should regen militia instead, 9 inf vs 8 inf makes a huge difference, 8 inf + 1 militia doesn't (as much)
---- I was banned for your sins VAGlJESUS ["I love me some KFC"]
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09.01.2013 - 23:04
this
---- [pr] Commando Eagle: duel? [pr] Commando Eagle: i have to regain back the lost elos and gain extra as punishment for rush
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10.01.2013 - 05:02
http://atwar-game.com/forum/topic.php?topic_id=4788 I agree with mathdino's first 2 points and vaglneer's suggestion
---- Afterwind Summer 1v1 Tournament Final Victory With music and annotation Afterwind Autumn/Winter 2v2 Tournament Final Victory Only music this time
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10.01.2013 - 12:36
I completely forgot about what VAGINEER pointed out. I support that, and edited it into my post.
---- "If in other sciences we are to arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics." -The Opus Major of Roger Bacon
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Cow Račun izbrisan |
14.01.2013 - 10:49 Cow Račun izbrisan
Support Math/Vagl and bump.
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14.01.2013 - 11:13
yes i this is what i mean. support
---- Don't trust the manipulative rabbit.
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15.01.2013 - 16:55
Yes I think we all will be happy with math's suggestions, and so to make it more clear. Support math's idea!
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25.01.2013 - 13:06
Agreed. (Insert Support here)
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25.01.2013 - 15:33
I've played thousands of 1v1s and it makes a difference, sometimes not as bad, but sometimes it does cost games. It's the fact that it reinforces at the end of the turn. For example, a player attacks an 8 militia city with 6 tanks (usual routine and usual victory) but suddenly it reinforces to 9 militia vs 6 tanks and he fails, it's crucial. What I'm suggesting still forces players to "expand on all neutrals as possible early" because it still reinforces on weeks 5,9,13,17 etc.. as i've suggested. So instead of it being completely random it's now systematic and players are now aware that the neutral cities will be reinforced on those weeks. Meaning they need to send a little more to be sure they conquer them.
---- Don't trust the manipulative rabbit.
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sandtime Račun izbrisan |
30.01.2013 - 00:17 sandtime Račun izbrisan
Support
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01.02.2013 - 15:26
Support
---- "War is nothing but a continuation of politics with the admixture of other means." ― Carl von Clausewitz
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01.02.2013 - 15:53
SUpport
---- The funny thing about this is by the time you realize that this is completely pointless, it's too late to stop reading.
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01.02.2013 - 18:57
My suggestion (and VAG's addition) seems to be the most supported among the original poster and the rest. Here it is again.
The third one is optional if it would be a little weird to code. So admins, any chance of this being implemented?
---- "If in other sciences we are to arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics." -The Opus Major of Roger Bacon
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01.02.2013 - 19:05
That is basically what I suggested (except for infantry cities reinforcing with militia) So yes, these points exactly need to be implemented. It just makes total sense.
---- Don't trust the manipulative rabbit.
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