Δημοσιεύσεις: 8   Επισκέφθηκε από: 75 users
23.01.2019 - 04:05
Casper
Ο λογαριασμός διεγράφη
Current Strategy: Siege


There is a mechanic in this game that players tend to forget or don't even know about. That mechanic is collateral damage, this mechanic lowers the population and production of cities when they are attacked by an enemy. I suggest a strategy where this mechanic can be utilized and a bring a new form of play-style to atWar.

atWar strategies are based off of real world forms of war to an extent. What about siege? To siege is to: "a military operation in which enemy forces surround a town or building, cutting off essential supplies, with the aim of compelling the surrender of those inside." Now we can't really put this into atWar but we can alter it and implement it with the help of collateral damage.

Some units have collateral like tanks and bombers but the collateral on these units are very low and don't make a big effect on places they attack, initially.
For now I propose these changes, they are pros and no cons have been made yet. (open to suggestions):
() = Default
(0) +2 col. to Infantry
(2) +1 col. to Tanks
(4) +1 col. to Bombers

These changes seem small but I have yet to experiment with these numbers, I'd like to first introduce this idea and see what the community thinks, so anyone is welcome to up or down it.
Also I've realized it has a similar concept as Scorched Earth but SE focuses on one type of unit and that's boring.
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23.01.2019 - 05:39
Basically the niche the strategy scorched earth was ment to fill.
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We are not the same- I am a Martian.
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24.01.2019 - 03:46
Would be better -1 range for all unit +1 def -1attack for all unit inf dont have attack malus +1 cap for at and maybe -20 cost for the at or nt -10 cost for tank cuz need some attack bonus maybe its shit but look decent for slowroll
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24.01.2019 - 10:22
 4nic
+3 collateral damage to all units +1 attack to tanks + scorcher missle added to the strat, at the expense of -1 defense for all units.
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''Everywhere where i am absent, they commit nothing but follies''
~Napoleon


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24.01.2019 - 13:55
 Sid (Διαχειριστής)
The problem with this is that collateral damage only affects the person winning the battle since they now own a territory worth less than it should. It's like if you keyed your enemies car and then stole it. You are just proposing a larger key.

And you dont take collateral damage if you are defending a city and actually defend it. So it's even useless for trying something like chipping away your opponents income with small attacks.
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24.01.2019 - 15:55
 4nic
Γραμμένο από Sid, 24.01.2019 at 13:55

The problem with this is that collateral damage only affects the person winning the battle since they now own a territory worth less than it should. It's like if you keyed your enemies car and then stole it. You are just proposing a larger key.

And you dont take collateral damage if you are defending a city and actually defend it. So it's even useless for trying something like chipping away your opponents income with small attacks.

attrition war, attack pull back let him retake and then attack different land, could work if u pick a small country against a big rich one

+ very useful in scenarios
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''Everywhere where i am absent, they commit nothing but follies''
~Napoleon


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24.01.2019 - 21:23
Casper
Ο λογαριασμός διεγράφη
Γραμμένο από 4nic, 24.01.2019 at 15:55

Γραμμένο από Sid, 24.01.2019 at 13:55

The problem with this is that collateral damage only affects the person winning the battle since they now own a territory worth less than it should. It's like if you keyed your enemies car and then stole it. You are just proposing a larger key.

And you dont take collateral damage if you are defending a city and actually defend it. So it's even useless for trying something like chipping away your opponents income with small attacks.

attrition war, attack pull back let him retake and then attack different land, could work if u pick a small country against a big rich one

+ very useful in scenarios

Exactly. It gives smaller and weaker players a chance to make a big effect on the giants.
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27.01.2019 - 10:10
I went over this some time ago in my Scorched Earth thread and many discussed how Collateral simply is not a fair mechanic. Though, what if we changed population numbers to percentages for simplicity, and gave each city a metric that allows them to gain a certain percentage back every turn? One of the buildings (if they're ever implemented) could give cities +25% Population Compensation or some crap along with some other added effect to make purchasing said building worthwhile.
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