Δημοσιεύσεις: 108   Επισκέφθηκε από: 305 users

Αρχικό Θέμα

Δημοσιεύθηκε από Htin, 06.06.2014 - 12:49
How do you know how big the empire of the other player is? when you don't have a unit/spy near it to help you know the info on your neighbor. I'll says make a option where you your unit's view range can help you lift the fog.

> the land on the view range can be seen only by the player's unit.; the other area of land is fog. Until you move a unit to see the area with the unit's view range.
> I tried to draw and fill the the land around the unit's range.
> make this game more strategic, because you don't know who out there in the map, until your unit explore the land.
> Once your unit leave a area, the area will be fog again . Because your unit's view range is out of range.
> sentry planes will be more important. A support unit.
> how the hell you know a enemy's stack is coming toward you( you may not know the stack numbers), but you see an enemy stack coming toward you without the use of your unit's view range.
> reduce ally-fag, because if you don't know how big your enemy empire is, you would less likely ally them.
> reduce leaver, Give me a reason to leave if i don't know my enemy's territory empire, so i can't run away like a chicken/coward.
> competitive and fun- because Imagine scouting territories with your spies and realizing your enemy is preparing a invasion or vice versa, or you preparing an army of a huge stack, Without your enemy seeing a stack coming for them Unlike our normal system Where you can see a army( the enemy might not know the size/type of your army, because it out of view range, BUT they can see a army coming for them)- That the problem, how do you know a enemy stack coming for you without a unit's view range to detect it.
> Marine and any stealth unit is still stealth even with the view range, Unless the stealth unit is closed to another enemy's unit or it's unveiled when you attack a wall, but it obvious to an enemy if you take a enemy cities with unit out of nowhere, because it stealth.
> Make it as an option: no fog, or a fog.
I know some of you are a RP addict and need the no fog for diplomacy game, so i decided it should be implemented as an option.
19.10.2015 - 20:08
 Htin
Γραμμένο από Guest, 11.08.2015 at 08:08

No support, this is a strategy game not a tactic one, no need to add fog.

sorry but tactic is part of many strategies game,
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19.10.2015 - 20:10
 Htin
Γραμμένο από jimmynow, 11.08.2015 at 13:11

Γραμμένο από Guest, 11.08.2015 at 08:08

No support, this strategy game not a tactic one, no need to add fog.

Think of the strategies you could use if your enemy couldn't see your armies coming. Show weakness in the north but come with a huge blow to the south. This would allow MORE strategy.

yea , maybe u can send stealth unit to scout enemy position :p
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19.10.2015 - 20:27
Would have to be editable on scale (based on map, say EU would need smaller FoW range per unit), in general im against it mostly because it makes the current system of not being able to see number stacks (which works just fine) more complicated. Also it would be quite easy to get around with an alt.
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20.10.2015 - 14:52
I'm personally against it, but if it is to be implemented, hosts need to have the option to toggle it on and off.
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20.10.2015 - 15:03
 Htin
Γραμμένο από dinoscout, 19.10.2015 at 20:27

Would have to be editable on scale (based on map, say EU would need smaller FoW range per unit), in general im against it mostly because it makes the current system of not being able to see number stacks (which works just fine) more complicated. Also it would be quite easy to get around with an alt.

change time to one minute or 2 minute and that nigga can't use alt effieciently becaause less time = less move
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21.10.2015 - 13:52
Stryko
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Γραμμένο από 12gsh, 20.10.2015 at 14:52

I'm personally against it, but if it is to be implemented, hosts need to have the option to toggle it on and off.


This.

Γραμμένο από Htin, 20.10.2015 at 15:03

change time to one minute or 2 minute and that nigga can't use alt effieciently becaause less time = less move


A clan mate could easily tell you? Also ally fagging would be more popular. Overall though this is a nice idea and should only be available as an option.
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24.11.2015 - 18:56
 Htin
Γραμμένο από Guest, 21.10.2015 at 13:52

Γραμμένο από 12gsh, 20.10.2015 at 14:52

I'm personally against it, but if it is to be implemented, hosts need to have the option to toggle it on and off.


This.

Γραμμένο από Htin, 20.10.2015 at 15:03

change time to one minute or 2 minute and that nigga can't use alt effieciently becaause less time = less move


A clan mate could easily tell you? Also ally fagging would be more popular. Overall though this is a nice idea and should only be available as an option.

I know it would make at-war funner if player could pop out a 200 random stack out of nowhere behind the fog

this would make sentry plane better use in the game
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05.12.2015 - 01:28
Currently, we can see our units' max viewing range with a button on the bottom right, but it can look a little messy.
I honestly am indifferent towards this idea, but I can see how it would be useful if you like having a visual of your units' line-of-sight.

Edit:
Also, I think the fog could be a nuisance. Depending on how thick you want that fog, it might make it a pain in the butt to send units into undiscovered areas because of how the game engine might function, meaning it might take a turn to process the newly discovered area.

There's also another pro to having thick fog. It could mean exploration and lead to more surprises.
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08.12.2015 - 12:37
 Htin
Γραμμένο από Sinjid, 05.12.2015 at 01:28

Currently, we can see our units' max viewing range with a button on the bottom right, but it can look a little messy.
I honestly am indifferent towards this idea, but I can see how it would be useful if you like having a visual of your units' line-of-sight.

Edit:
Also, I think the fog could be a nuisance. Depending on how thick you want that fog, it might make it a pain in the butt to send units into undiscovered areas because of how the game engine might function, meaning it might take a turn to process the newly discovered area.

There's also another pro to having thick fog. It could mean exploration and lead to more surprises.

Surprise attack imagine an enemy with a 200 stack good for unprepared enemy.
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08.12.2015 - 13:56
I think this would be good. but it'd be even better if it actually looked like maits artwork
maitreya's image hehe disclaimer
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08.12.2015 - 17:22
Γραμμένο από Netre, 08.12.2015 at 13:56

I think this would be good. but it'd be even better if it actually looked like maits artwork
maitreya's image hehe disclaimer



I would cry tears if it did and look like this:
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09.12.2015 - 05:41
 Htin
Γραμμένο από Sinjid, 08.12.2015 at 17:22

Γραμμένο από Netre, 08.12.2015 at 13:56

I think this would be good. but it'd be even better if it actually looked like maits artwork
maitreya's image hehe disclaimer



I would cry tears if it did and look like this:

i am just lazy to draw alll the way without gap
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10.12.2015 - 14:49
Anti-Maidan
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Why do you want to add more fags to atwar? We already have commando eagle...
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10.12.2015 - 23:12
 Htin
Γραμμένο από Guest, 10.12.2015 at 14:49

Why do you want to add more fags to atwar? We already have commando eagle...


stop troll this is serious forum
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15.12.2015 - 09:56
 Htin
Γραμμένο από Kord, 15.12.2015 at 08:51

I personally don't like the option because in real life we don't rely just on military units we have stationed in these foreign territories to gather intelligence. We have all sorts of things going on like satellites or actual spies that can go in to a city without attacking it. I think it could be useful only on certain maps/scenarios where that wouldn't be possible like an Ancient/Early Medieval or Fantasy/Sci-fi where that sort of intelligence gathering wouldn't be possible but otherwise it's not a bad idea

You obviously need military unit to lift the fog. What your saying is that it require troop to lift the fog. My idea would force player to use intelligence unit to lift the fog. Apparently it doesn't come free in real life as well.
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15.12.2015 - 09:56
 Htin
Γραμμένο από Kord, 15.12.2015 at 08:51

I personally don't like the option because in real life we don't rely just on military units we have stationed in these foreign territories to gather intelligence. We have all sorts of things going on like satellites or actual spies that can go in to a city without attacking it. I think it could be useful only on certain maps/scenarios where that wouldn't be possible like an Ancient/Early Medieval or Fantasy/Sci-fi where that sort of intelligence gathering wouldn't be possible but otherwise it's not a bad idea

You obviously need military unit to lift the fog. What your saying is that it require troop to lift the fog. My idea would force player to use intelligence unit to lift the fog. Apparently it doesn't come free in real life as well.
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15.12.2015 - 10:09
 Kord
You don't need just a military unit to lift fog. Even as a civilian/mercenary force could be implemented. I'm saying that type of unit doesn't need to exist because the various world nations generally have spies in each other countries. We can't have intelligence units like those because every unit in the game can't enter a city without attacking it. Intelligence gathering is a completely different part of warfare which doesn't exist in Risk because applying it is a needless expense for players
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22.12.2015 - 22:00
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