31.10.2012 - 23:22
Not long got premium, and had a look at the custom map alpha. Had a few suggestions. 1. A search function on countries, cities and units would be helpful. 2. It would be cool if you could choose units to be able to have the city/defensive line bonus as the infantry (and militia in some cases) do - unless I'm missing this already being possible. 3. Equally cool would be if you could be able to give units attacking bonus against defensive lines particularly well (i.e. Artillery), or possibly other situations (such as if a stealth unit is detected) 4. Being able to make a city that has 0 reinforcements would be cool. Over 8 I don't really mind, although I'm sure some would like to see it, but 0 would be cool. This would make more sense with a higher defensive bonus for cities. 5. I'm not sure if this is a custom map or a scenario idea, but It'd be cool if you didn't have to have units starting in a city, regardless of their reinforcement rate. 6. This is a joint overall idea and custom map idea, but it'd be cool to have a unit that doesn't show up on the battle phase but still does damage, to simulate some of the most elite special forces. It'd be problematic because they'd need to escape the main brunt of damage too, so it's probably an unnecessarily complicated additional battlle mechanic, but just a cool idea. 7. The image in the unit selection screen is customisable, but how about the image used to display the units on the map? Unless I'm missing something there is no option to customise this, and this would be a good idea.
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01.11.2012 - 03:33
1. Will add 2. Will be added later 3. The engine doesn't allow for this mechanic at the moment 4-5. Is there a point having a city on the map at all if it doesn't have reinforcements? I also feel this might cause confusion for players. 6. Unnecessarily complicated and confusing mechanic. 7. The map icons must be in vector format, so it's more complicated than just uploading an image. Perhaps I will add more icons in the future and allow to select them for each unit.
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01.11.2012 - 11:35
3. Can imagine so, especially the detection thing, which isn't as important. I think the attack vs city would be far more beneficial if it could be worked out how to do it. 4. I can see your point about 0 reinforcement cities... maybe it's me not liking really tiny cities having the same reinforcement as say, Leipzig or Plymouth... but 0 reinf cities could serve as fortresses and small income boosts, even now or especially if the city defence function was ever expanded, whilst also making it so that Djibouti couldn't make a stealth bomber in a week (i know you're getting rid of the week thing but still) 5. ...but point number 5 is a different idea. I don't think it's possible at the moment, but I think it'd be cool to be able to have a scenario that has cities with high reinforcement but with no troops starting there/ be able to move the starting troops... because troops aren't necessarily stationed in these cities irl. 6. Yeah I know lol Thinking of the week thing... as long as my memory serves me correctly and you're turning it into "turns"... could that be something that's customisable? So we can write "week" back in there, or something else? Or even a calendar thing, like for time specific scenarios?
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01.11.2012 - 16:12
No, it's not customizable. It's really much simpler to just keep turns as turns, an unspecified amount of time passed
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02.11.2012 - 00:14
Although it's currently moot because the engine doesn't allow for it, there are a few more situations that good be interesting with point number 3 (having bonuses based on certain situations that are possibly not registered in the engine atm) - such as - amphibious / airborne ground troop attack (which would probably only make minor movement length differences i guess) - but you could perhaps have the option of making certain troops (i.e. non marines, non airbourne inf) not be able to attack after having been in a trans that turn... again, prob hard to implement) - different areas marked as different terrain changing attributes - if a unit is stationary or moving.. i.e. maybe catching bombers in an airfield reduces their defence, or maybe certain units that aren't well drilled might be less organised when moving. - bonus to reduce critical hit of a unit... i.e. Anti Air SAMs are sometimes used in the late stage of missile defence. again I know it's not relevant at the moment, and long term maybe you might think it'll just complicate things, but I like the ideas... the terrain one in particular. With different terrain available in custom maps, you could recreate the Soviets getting their asses handed to them in Finland without those troops magically being able to work as well outside the Finnish forests. edit: realised the terrain idea has been suggested before in the other forums.
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09.11.2012 - 01:00
Also for the 0 reinforcement cities thing, they may be useful in the editor for having resource pools that you can battle for... it may not make sense for some of these to produce units. And if being able to remove the units that start in cities is not possible, and even if it is, it would be cool if it were possible that newly created units could be auto - selected for the default city starting units. And a simliar idea to being able to customise what units have the city defence, would be being able to customise what the commanders' strengths are. edit: the new units can be used, which is awesome. And I realised you can deselect the main and secondary defence units to give no units, which is awesome.
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