Вземи премиум и отключи всички добавки
Публикации.: 10   Посещава се от: 103 users
07.06.2012 - 20:46
Ok so I was just bored and watched some Iraqis get slaughtered by A10s on youtube in 1991... and you know how they made those fortifications in the desert? you know where half the tank would be buried in a defensive position? Well what if we brought that to afterwind?

What should happen is that any unit dug in would possible form a defense line, but INVISABLE. It could be a little button, like with transportation button. And in order to facilitate and promote defense, they would only be allowed on allied or owned territory, and to avoid abusing it, units would need 1 turn to make a dug out, 1 turn to leave it, and 1 turn to move so it "costs" you to make a defensive position. This could add a whole new edge to battle as instead of going in headstrong with a finite amount of possible enemy units, you would now have to plan ahead and prepare for possible enemy defenses. It adds that element of fear and suspense that we love, and I feel this game focuses to much on zerg rushing the enemy, instead of preparing for attack.



Obviously the Iraqi defense fail horribly to super alien wizard tech with lazors, but in theory it was an ideal setup.



Infantry wold be symbolized as making fox holes or entrenchments.

Now for scorched earth. Dont you hate it when some random dicator storms your country, trashes the place, and burns ALL OF YOU OIL in the process, well so do I! What if there was an option to destroy the city you were about to lose in order to make your enemy more disadvantaged? You would probably use this on a city that you do not plan to take back soon, as you do not want to face the repercussions of dynamiting oil fields. Say for 2 reinforcement cycles the city makes 50% units and $. Now you cant just roll through a nation and keep your army maintained off the enemys population, you would have to bring extra troops in order to make an invasion successful. I think it would add alot of fun and tacticallity to the game.



Damn Iraqis, burning all my oil!
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All our yesterdays have lighted fools the way to dusty death. Life's but a walking shadow a poor player that struts and frets his hour upon the stage, and then is heard no more. It is a tale told by an idiot full of sound and fury, Signifying nothing
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07.06.2012 - 22:07
Hm... sounds interesting. I'd go along with it.
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~Somewhere in the distance an eagle shrieked as it rode an American buffalo to an apple-pie-eating contest at a baseball field.~
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09.06.2012 - 16:33
I'd offer an improvement to the scorched-earth section.

When you take a city, it already takes two turns for the city to regenerate money properly again, and a third to get your country bonus.

How about, should you decide to "burn" the city, it follows this schedule:

Turn 1: 0 money, 1/4 units offered (Rounded down if necessary)
Turn 2: 25% money, 1/3 units offered (Rounded up)
Turn 3: 50% money, 1/2 units offered. (Rounded up)
Turn 4: 75% money, full units available.
Turn 5: 100% money, full units available.

Now, in the placement of where it says certain amounts of units available, wouldn't it make sense to just not build units until they were all available? Therefore, I propose that the number of units offered only goes up on reinforcement weeks. So if you burn a city on reinforcement week, the most units they'd ever get until the next reinforcement is 1/4 of them. But if you burned a city at another time, depending on when the next reinforcement week is they'd have different amounts offered.

Also, please consider that it doesn't actually add 5 weeks onto city recovery, only a couple as there was already a delay.
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10.06.2012 - 02:19
Написано от goodnames679, 09.06.2012 at 16:33

I'd offer an improvement to the scorched-earth section.

When you take a city, it already takes two turns for the city to regenerate money properly again, and a third to get your country bonus.

How about, should you decide to "burn" the city, it follows this schedule:

Turn 1: 0 money, 1/4 units offered (Rounded down if necessary)
Turn 2: 25% money, 1/3 units offered (Rounded up)
Turn 3: 50% money, 1/2 units offered. (Rounded up)
Turn 4: 75% money, full units available.
Turn 5: 100% money, full units available.

Now, in the placement of where it says certain amounts of units available, wouldn't it make sense to just not build units until they were all available? Therefore, I propose that the number of units offered only goes up on reinforcement weeks. So if you burn a city on reinforcement week, the most units they'd ever get until the next reinforcement is 1/4 of them. But if you burned a city at another time, depending on when the next reinforcement week is they'd have different amounts offered.

Also, please consider that it doesn't actually add 5 weeks onto city recovery, only a couple as there was already a delay.

that sounds cool... im just the idea maker though, not very good with all those fancy numbers
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All our yesterdays have lighted fools the way to dusty death. Life's but a walking shadow a poor player that struts and frets his hour upon the stage, and then is heard no more. It is a tale told by an idiot full of sound and fury, Signifying nothing
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11.06.2012 - 03:29
The dug in tank is what is called 'hull down' - experienced tank commanders can get a similar effect by using a reverse slope, ie just peeking over the top. Using a slope depends on the slope not being too steep for the gun to depress to hit targets and also fails to offer side protection.

To any aerial observation a series of hull down positions are actually highly visible, even if camouflaged.

A better representation would be to give tanks a defensive bonus when in a defensive line for 2 turns, possibly only if supported by infantry.
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11.06.2012 - 23:23
Написано от Crispin, 11.06.2012 at 03:29

The dug in tank is what is called 'hull down' - experienced tank commanders can get a similar effect by using a reverse slope, ie just peeking over the top. Using a slope depends on the slope not being too steep for the gun to depress to hit targets and also fails to offer side protection.

To any aerial observation a series of hull down positions are actually highly visible, even if camouflaged.

A better representation would be to give tanks a defensive bonus when in a defensive line for 2 turns, possibly only if supported by infantry.

I like my idea better, mr tank guy
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All our yesterdays have lighted fools the way to dusty death. Life's but a walking shadow a poor player that struts and frets his hour upon the stage, and then is heard no more. It is a tale told by an idiot full of sound and fury, Signifying nothing
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13.06.2012 - 01:46
 Ivan (Админ)
Invisible defence lines are not possible currently - that's why no stealth units form them. We might adjust that in the future, but it's very tricky.

Burning down the city - perhaps an option for the future, why not.
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13.06.2012 - 19:34
Написано от Ivan, 13.06.2012 at 01:46

Invisible defence lines are not possible currently - that's why no stealth units form them. We might adjust that in the future, but it's very tricky.

Burning down the city - perhaps an option for the future, why not.


Awesome... or even what if you just made a defensive based stealth unit, or had tanks be stealth under a certain condition. I know fuck all about programming though so I have no idea how hard this would be.
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All our yesterdays have lighted fools the way to dusty death. Life's but a walking shadow a poor player that struts and frets his hour upon the stage, and then is heard no more. It is a tale told by an idiot full of sound and fury, Signifying nothing
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19.06.2012 - 02:04
As for the tanks digging in im not very big on that one personally...but ad for the scorched earth, I LOVE IT! I think the tanks digging in is a bit too much but the scorched earth should bring the desired result of more preparation and planning for an invasion.
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08.04.2016 - 04:06
Pretty good stuff

Digging in = hold the line?
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