Pretty pro at it :3
I just won my first match. Had like eight armies of 1,000,000 strong. Obliterated the other two teams who had a lot of forts but no powerplants.
Getting into a game that hasnât already started is a pain.
ROBLOX should be able to do something to make this better. You need lua control over matchmaking.
[quote] Getting into a game that hasnât already started is a pain.
ROBLOX should be able to do something to make this better. You need lua control over matchmaking. [/quote]
It would be cool to be able to have an interface allowing us to create a new server instance and teleport specific players over to it.
Yeah.
I just tried teleporting in with 20 people and I still didnât get into an instance that was just starting. The game takes so long to play, and people leave when they start to lose. Together this means there are a million instances where youâll join as the 5 or 6th man.
Itâs probably really hurting playerbase growth.
So I got to play it.
Still figuring out what the rules are for buildings. It looks like you canât build a fort around a factory?
For the fighting, instead of âalphaâ or âzetaâ it would be nice to use color names. I have no idea which I am.
Otherwise I like it. I loved Nanowars and this is like a less buggy version of that.
It looks like building something where there already is a building just eats your units and replaces it with whatever you clicked on (even if itâs the same thing thatâs already there).
[quote] So I got to play it.
Still figuring out what the rules are for buildings. It looks like you canât build a fort around a factory?
For the fighting, instead of âalphaâ or âzetaâ it would be nice to use color names. I have no idea which I am.
Otherwise I like it. I loved Nanowars and this is like a less buggy version of that. [/quote]
You can build any building anywhere. Forts just donât generate.
Do power plants stack? If two are next to the same factory?
[quote] So I got to play it.
Still figuring out what the rules are for buildings. It looks like you canât build a fort around a factory?
For the fighting, instead of âalphaâ or âzetaâ it would be nice to use color names. I have no idea which I am.
Otherwise I like it. I loved Nanowars and this is like a less buggy version of that. [/quote]
You can build any building anywhere. Forts just donât generate.[/quote]
I beleive he means âOn top ofâ IE a factory and a fort in the same place
Yes, itâs very helpful
Interesting to see that this is still not fixed. It looks like the same class of error that some people on Mac clients were getting at this place of mine back when I first made it:
Yes - if there are two power plants next to the same factory the factory will produce 5 units per step(0.2 seconds), or 25 units per second.
1 base unit + 2 units from the first factory + 2 units from the next factory
Interesting to see that this is still not fixed. It looks like the same class of error that some people on Mac clients were getting at this place of mine back when I first made it:
http://www.roblox.com/Inverse-Kinematic-Characters-Open-Source-place?id=167637083[/quote]
We have someone investigating why this specific game crashes so much.
Ok, so Iâve played a couple of games and I have some feedback.
First, I realized that this is basically an economic game. I havenât figured out what the optimal mix of power plants is, but I think itâs around 50%. Once I get my engine going, I donât even have time to conquer new territory, Iâm so busy building power plants. I get so many guys and no one can beat me.
I think artillery and forts should have a build time. Itâs cheap when I attack a city and the owner can build a fort in 2 seconds if they are paying attention.
The power plant minigame is annoying. I feel like power plant placement efficiency dominates every other aspect of the game. Having the most units is an unbeatable strategy, doubly with the Lancasterâs mechanic where 1000 guys beat 200 guys with almost no losses (Iâm not saying this part is bad, but it is a double-win mechanic. Whoever starts to win wins more).
I feel like there is very little opportunity to come from behind to win. I feel like the map doesnât matter enough (though I like the fact is it randomly generated). Here are some half-baked ideas for how to improve the balance in general:
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Make some cities have coal. You can only build power plants in coal cities.
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Make some cities have steel. For each city you control with steel, you can build 1 artillery. Artillery takes 10 seconds to build and is 200% more effective than it is now (good enough that an army of 5000 can wipe out 10000 in a fort).
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Make some cities have stone. For each city you control with stone, you can build 1 fort. Forts take 10 seconds to build and Forts can be built around any city without replacing the other buildings in that city.
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Add elevation to the map. Moving armies uphill is slower. Armies moving downhill get combat bonuses if they encounter armies coming uphill.
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Vary the number of connections each city has. Right now most have 4-5. This makes pathing the map too easy. I almost never care which path my units take when I give them orders. This doesnât seem very strategic.
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I like the fog of war. How about adding a radio tower building that gives a specific city x2 sight?
I think a game mode where the point of the game is to capture the enemy capitals might be more fun. Once I get to 50% of the map, I know Iâm going to win.
It also seems like there should be room for diplomacy to matter more, but I donât have any specific ideas for what kinds of mechanics you could add.
Fun game though, I like playing it and will probably play it some more.
Diplomacy in this game could make it at least twice as cool! I honestly think adding more game modes to this game along with matchmaking improvements could put this game on the front page. Itâs simple enough for everyone yet strategic enough to be fun for the elite!
-Diplomacy could consist of ceasefires that last a predetermined and agree on time.
-Gifting troops could become an added mechanic. Maybe gifting cites?
-Alliance game mode where teams battle. Violence between both alliances and competition among the alliance for strategic cities
Yes, having the most units will win the game, but if you find a player that is making lots of Powerplants, they will have spent a lot to buy them and can be more vulnerable. It is an interesting balance game that, I think, adds to beauty of the game mechanics. The same with the overwhelming forces not losing as many units. Iâve seen players who are losing dance their units around a larger force only to corner a part of the bigger force and wipe them out and turn the tide of the battle.
Overall, I find this to be a wonderful game. Perhaps build times on buildings might add something, and making forts and artillery stronger might make them more significant factors in a battle, but the game plays very well!
I lose connection right when the game starts getting fun. Every time
Artilleries are already pretty significant. Something a lot of people donât seem to notice is that they stack; placing two artilleries around a city allows you to capture it with around half of the targetâs units.
I had one of the best games yesterday. The map was a pretty average size, and it was shaped sort of like a drumstick/leg of lamb, and I was stuck in the small end. I was orange, and had expanded my borders so I was pushing up against red and yellow. By this time orange was obviously winning, but I had pretty good troop production so I wasnât too worried. Over the course of the next few minutes, yellow and I both started building up our borders, and then I glanced up at the top and realized yellow had 68% of the land, so I thought, âHere goes nothing,â and sent started attacking him. Turns out it was a pretty even match, I must have had better production than him. The game took forever (with one of the spectators referring to the game as âWaiting Simulatorâ), and I slowly worked him down to 60%, 50%, and eventually gained the lead (and won).
I can confirm Janthranâs point, artilleries are pretty powerful. I had a battle where it was about 270k vs 250k - the guy had a fort, and I built two artilleries connected to it. It took ~10 seconds and I got out with 240k.