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      App Available on Android Now   08/16/2016

      Commanders, the Android Official Version has released, please go to Google Play to get it. To those commanders who participated the open beta, you can continue your previous progress in the official version. More info, please check the specific post.
SnakeEater

List of suggestions that, could better the game.

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1 hour ago, Ronin88 said:

Hey, Wizard.  We've discussed the Atom Bomb idea but have yet to find a reasonable and fair way to use it.  This goes for V2 rockets as well.  At this time, both ideas are in limbo until we get other features into the game.

I fall in the "hell no" camp for a-bombs. 

The only thing that would get me to like the v2 rocket idea is if it did something like remove player shields. Other than that, same as for a-bomb

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16 minutes ago, MkV said:

I fall in the "hell no" camp for a-bombs. 

The only thing that would get me to like the v2 rocket idea is if it did something like remove player shields. Other than that, same as for a-bomb

Yeah, we had the same reaction.  There's really no plausible way to implement the rocket and a-bomb idea without really pissing off players.  And if they can destroy the shields, then players will feel like they lost money.  I don't see these coming to WW in the near future.  But I'll keep you posted if we change our minds!

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It would be very helpful to us a drop down menu for searching through troops either in the airbase, army base or on transports.  Using the swipe method is very slow and tedious when you have a lot of troops.  Drop down menu would be much quicker and efficient.  Maybe even sorted by troop types 

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I would like to see an anti tank airplane like the Stuka or p-47 thunderbolt. I think the current bombers should be adjusted so they aren't as effective against tanks, and a new, cheaper fighter bomber could take the role of non-AoE anti-tank aircraft.

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They should allow a city to spawn after defeating a waffen ss headquarters. It should be great for a good capital point or a league city. Instead of some messily xp. Share if you agree with this idea.

 

Other ideas of mine include bombers having small defenses on them and fighters able to attack ground and naval forces but yeah.

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11 hours ago, Mythcreature said:

They should allow a city to spawn after defeating a waffen ss headquarters. It should be great for a good capital point or a league city. Instead of some messily xp. Share if you agree with this idea.

 

Other ideas of mine include bombers having small defenses on them and fighters able to attack ground and naval forces but yeah.

I think your city Spawn idea is a great idea and would like to see something added when someone defeats a SS HQ.

Bombers with defensive capabilities will do nothing to change the way players attack bombers so I don't think it would be worth the programmers effort. Plus there is enough adding at this point where I would rather they spend more time streamlining the programs as to decrease the lag and prevent the game crashes that currently plague this game during large battles.

As for fighters attacking ground forces my question to you would be, Do you PvP very much? I ask this because our League is based around PvP and not attacking the multitude of rebels and offline or surrendered players. When designing your build to use vs other players you must structure it to counter the other players build. When you are ⚾️s deep in a fight with another player you don't want your fighters shooting at Maus Tanks when you send them in to attack Bombers. It is because of this that I personally think the new Flack units add no value whatsoever to a player's PvP build.

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I think we could all agree on a "Campaign" mode.

You can either play "Solo" and complete various missions while fighting against invading SS and rebel forces while racing against the 3 day clock to destroy the waffen SS HQ.

 

Or you could play as a "League team" and fight off bigger waves of SS and rebel forces while taking as much territory from the waffen SS forces before the end of 3 days. 

 

This is a great way for players to enjoy the game and for leagues to work on team work and communication. Let me know what you guys think?  

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4 hours ago, GeneralGreyWolf said:

I think we could all agree on a "Campaign" mode.

You can either play "Solo" and complete various missions while fighting against invading SS and rebel forces while racing against the 3 day clock to destroy the waffen SS HQ.

 

Or you could play as a "League team" and fight off bigger waves of SS and rebel forces while taking as much territory from the waffen SS forces before the end of 3 days. 

 

This is a great way for players to enjoy the game and for leagues to work on team work and communication. Let me know what you guys think?  

On the surface this sounds like a good idea. There is a problem however, player base. The game doesnt have enough players to quickly fill multiple map modes as it is. If you add a solo or campaign mode, the problem will get worse.  In order for this idea to work, you could create a set of solo and league challenges that were very short in duration (A few hours at most) with fixed or semi-fixed armaments and a specific task to perform. I know that is an effective way to teach tactics and build teamwork, because thats similar to how we train all of our new people. These would have to not have any impact on rankings, gold, or account xp or they could be abused. The problem with that is it isnt a very good use of joycrafters limited rss and probably wouldn't generate any revenue.

 

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A small addition a coworker and fellow player brought up was when you get a join league request, there is an option to view capital. That way you can see a little more about the player you are going to add to your league.

Another idea Id like to see is if you can set your turrets to ground or air or both. A single enemy targeting system wouldnt be bad either.It would help to set up your defenses

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AA is overall too weak, no real reason to build, you’re gonna get wiped out anyway by bombers. 

Cannot select individual unit from a stack of like units. When units move together it impossible to select a unit being attacked to activate its special ability until it separates from the rest.

Classes should have a tech to increase sniper ranges and should be given modest AA ability. Sniper’s shouldn’t be able to take out squad of bombers but should be able to do decent damage to air transports. Transports that fly over 3 resource farms should get destroyed.

An intel tech addition which warns you when an attacker selects one of you territories or cities for attack. If an enemy selects your resource or city from beyond your sight range then a red light or warning sound or different music should play.

infantry- need something to make them more useful other than just capturing stuff. Give them a defense ability like repel or dynamite to do massive damage to buildings set on a 2 minutes to set time. Not applicable to paratroopers tactic units or make them detectable at 1/2 range or not detectable in forests.

 Just some ideas, love the game though.

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i think it should be made a specific chat room for battle notifications such , ID394ghdn34 joined the battle, or, tiger tank appeared... cause all thoss frequent notifis can ruin a nice discussion on battlefield chat 

thanks

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Ships in ww2 bristled with anti aircraft guns of all calibers and sizes.  All ships should do damage to aircraft, the bigger the ship, the more guns it had.  It would greatly increase the spirit of the time.  Problem is, an aircraft can loiter over an enemy ship without being shot at (unless it's a cruiser) for extended time...when in PvP, player X sends 30 bombers to attack 10 battleships, with resupply on bombers, the battleships will die and the bombers don't loose any hp....this scenario plays over and over and is very disheartening.  Level the playing field, give all ships AA, the bigger the ship, the bigger the AA damage.  

And while we're discussing AA guns, sweeping fire should chew through ammo in s big hurry.  Example:  player X has a mobile AA gun with 30 minutes of ammunition.  Player Z attacks with 5 bombers.  Player X activates sweeping fire and unleashes a hailstorm of shells at the approaching bombers.....player X runs out of ammo after 10 minutes of continual firing 

It's the difference between cyclic rate of fire (how fast it can shoot 800 rounds per minute) as opposed to sustained rate of fire (how you shoot to maintain accuracy and conserve ammo-and not cause a malfunction). I carried a machine gun back in the day.  My load out was 800 rounds, my Assistant gunner carried another 400 rounds and an ammo bearer carried another 400 rounds....sounds like a lot of ammunition....not if you spray and pray, it's just over 2 minutes of fire at the cyclic rate.....

 

Just my thoughts and you're doing a great job with the game by the way.  Keep up the good work!

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Its simply a matter of game balance and giving all ships even modest AAA capabilty would ruin the game balance. In your example above what are 10 battleships doing unescorted? Furthermore as you seem to be using real life as reference did that ever happen i real life where 10 battleships were left unescorted? The answer is no. Even when Nimitz would leave the Battleships behind as they were slow and move forward with the carriers neither group would be unescorted by a screen of destroyers and cruisers.

As long as people cling to the mentality that they can build only 1 type of unit and be succesful they will get crushed by the other guy that built the counter to that 1unit. Learn to diversify the units that you produce or suffer the consequences. 

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On 29/09/2017 at 11:55 AM, RoninPilot said:

Guys and what if you added a new troop like a spy or a commando or special forces

That's my idea too. A spionage and counter spionage mode, where you could develop the spies so they could do a lot of tasks, like: armaments spy in the city, research stealing, general and units bribes, sabotages, general and officers killing, city rebellions, etc. The commando elite units could do secret scouts, units sabotage at army and air camps, supply depots sabotage, etc. 

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I have a request on using shields. Please put a cool down timer on them similar to life saving and other tactics. I suggest cool down times in the same amount of the shield time used. If you shield for 2 hours, make the cool down for 2 hours. Shield for 8 hours, cool down for 8 hours etc. Abuse of shields is making the game much less enjoyable.  I would also ask that if you drop a trooper before the attack to prevent shield that you take away the ability to still shield because they started a city upgrade. Thank you.

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Just my two cents here and lord knows most won’t care. Maps fill slowly because there is only one play style on the game. It’s the same shit, different day no matter what map you join. By day three it mable aa, arty, & strats. Nothing is ever going to help maps fill faster until there are new play styles. I miss the ground pounding of the very early game. O.o

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1 hour ago, Hitgirl said:

Just my two cents here and lord knows most won’t care. Maps fill slowly because there is only one play style on the game. It’s the same shit, different day no matter what map you join. By day three it mable aa, arty, & strats. Nothing is ever going to help maps fill faster until there are new play styles. I miss the ground pounding of the very early game. O.o

Spamming those 3 is no longer an "autowin", its just that the majority of the player base hasn't figured that out yet. Eventually they will.

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16 minutes ago, MkV said:

Spamming those 3 is no longer an "autowin", its just that the majority of the player base hasn't figured that out yet. Eventually they will.


You are right. There are other good troops that can be utilized correctly and can change the tide of a battle.

 

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Just a new map/ mode idea that some of the guys in my map were thinking of. What if we got an annual match up with two teams of two leagues (from the top 20)going into the field and having a giant match. Just a quick idea.

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On 10/27/2017 at 10:56 AM, Immel said:

Its simply a matter of game balance and giving all ships even modest AAA capabilty would ruin the game balance. In your example above what are 10 battleships doing unescorted? Furthermore as you seem to be using real life as reference did that ever happen i real life where 10 battleships were left unescorted? The answer is no. Even when Nimitz would leave the Battleships behind as they were slow and move forward with the carriers neither group would be unescorted by a screen of destroyers and cruisers.

As long as people cling to the mentality that they can build only 1 type of unit and be succesful they will get crushed by the other guy that built the counter to that 1unit. Learn to diversify the units that you produce or suffer the consequences. 

The Yamato. And it was sunk, lol. 

On 9/23/2017 at 2:41 PM, Jasper said:

I would like to see an anti tank airplane like the Stuka or p-47 thunderbolt. I think the current bombers should be adjusted so they aren't as effective against tanks, and a new, cheaper fighter bomber could take the role of non-AoE anti-tank aircraft.

Ju-87G with twin 37mm gondolas under the wings. The HS-129B-2/wa with a PaK40 under the nose. IL-2 or Typhoon with under wing rockets.  The typhoon could actually have a small air attack capacity as a dual role unit.  No other aircraft were used as successfully as these at tank hunting.

 

However a torpedo bomber as a ship only attack wouldn’t be a bad add. Simple enough to base off the spitfire “mustang” code. When are they going to fix that?

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I like this app biggly.  It has a lot of possibilities of play.  That said self propelled artillery is way overpowered.  Could you

image Patton leading an assault with priest 105 guns.  But in the game they are the strongest unit. Ranged fire,area fire, huge hit points, and strong defense.  The game seem to come down build spa and assault guns attack biggest base.  I think this dumbs down the game.  Solution,  reduce the hit points by 1/2, (at least) so they would still be strong but not the only unit worth building.

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3 hours ago, Phoenixrisen said:

I like this app biggly.  It has a lot of possibilities of play.  That said self propelled artillery is way overpowered.  Could you

image Patton leading an assault with priest 105 guns.  But in the game they are the strongest unit. Ranged fire,area fire, huge hit points, and strong defense.  The game seem to come down build spa and assault guns attack biggest base.  I think this dumbs down the game.  Solution,  reduce the hit points by 1/2, (at least) so they would still be strong but not the only unit worth building.

That one dimensional army only works until you meet competent players. 

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On ‎9‎/‎18‎/‎2017 at 6:45 PM, Ronin88 said:

Yeah, we had the same reaction.  There's really no plausible way to implement the rocket and a-bomb idea without really pissing off players.  And if they can destroy the shields, then players will feel like they lost money.  I don't see these coming to WW in the near future.  But I'll keep you posted if we change our minds!

Seeing the A-Bomb is a game ender weapon pretty much I don't see how to implement it within the game structure.

This may have been discussed already and if so I apologize. I would like to see more maps of various layouts and put forward randomly as to keep the playing field interesting because you never know what map is next or which you will be placed upon. This will keep leagues on their toes and require different strategies per map. Many long time player have played on the main map so much you just change your play based on your position on the map. Maybe also consider maps where a league can only get 10 members on per map. If its always changing due to the map the balance of power changes across the playing field for all.

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I have just read this post and note some interesting ideas to improve the game.

what I have not seen mentioned is a proposal to introduce mines (both land and sea) to the game which may help to balance off against massed attacks on a city.  Mines were a cirtical component in WW2, so surprised it has not been given some thought.

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