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List of suggestions that, could better the game.


SnakeEater
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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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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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Hi

Why dont you use the hold position mode as a ESCORT unit mode. The escort units like destroyers and figthers are faster and go away from bombers and heavier ships that they should protect, what it is not the real thing. So if we point a unit to be protected with the hold position button, the scort unit would move accompanying the unit or units to be protected.

Regards and happy thanksgiving day for you and family

Nickflyer

Another sugestion is to create a spy mode. So we could spy the the opponent production,  steal scientific research,  bribe units to  convert them to our army,  make disturbsin cities so hey could become a rebel city again, sabotage buildongs  and armament producing.... ad the player could create a counter-spionage service to fight against the spies. It woul be another kind of war, a hidden and very exciting one

Regards

Nickflyer

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On 2016-12-03 at 7:14 AM, SnakeEater said:

This is just a few things I feel will better the game.

1.) League score adjusted for surrendered members during a battle. The league score during a battlefield is the deciding factor for a league winning the championship of that battle. I feel that if a member of a league surrenders out of the Battlefield, then their score should no longer benefit the league. If a player cannot fight beside his League until the end of the game, than that member's score should be removed from the league's overall score.

 

2.) Personal and league Rating Grade currently is only awarded at the end of a battlefield. I think it would reflect the ability of a player and league better if it was also part of the daily rewards in a battlefield. This would allow for newer players and leagues to move up the rankings at a faster pace. I feel the benefits would allow for better retention of newer players and also give a better accounting of a player or league for recruiting purposes.

     a.) In a game like this one, being in a league is crucial to championships or even victories. Most leagues are created in the cadet matches at which point it's just the blind leading the blind. By the time they reach competitive matches, a player's record and stats are terrible and; no matter the potential, that player will rarely if ever be allowed into a competitive league. A better way to reflect the ability of a player or the competitiveness of a league is definitely needed. I could write a whole paper on the different duties of specific league members during a battle that make them invaluable to the team but on paper they have average or less than average stats.

     b.) Retention is about player satisfaction and recognition for ones achievements. There are a core group of players in this game. If you notice these players are mostly in a core group of leagues. Allowance for new player and leagues to be able to advance will allow for better retention. Top daily, weekly and monthly Commander and league ranking would allow for newer players and for recruiting leagues to be recognized by all. New players have a better chance to be recruited and newer leagues that are competitive have a better opportunity to recruit better players.

 

3.) End Game reward bonus should be given according to the player's or league's ranking, the player and league ranking is score, the bonus is given for cities. A player who is in any other place has the potential to receive higher rewards then the player in 1st. This doesn't make since. 

 

This game is awesome, but it takes time to play. If you are going to expect people to dedicate the time needed to play, then you must allow them to be recognized by others and then brought into the community. I was lucky and played my very first game under the tutelage of MkV and BrutalDestiny in the League Cocidus. Not many people get that rare opportunity to be groomed by in my opinion two of the best players in this game. 

This is just some of my ideas to better the game and maybe retain new players. Thanks for listening.

 

SnakeEater out!

 

Ranking idea is no good just because someone has more cities game already had that ranking better the way it is because it includes all in the score 

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38 minutes ago, Masterreid said:

Ranking idea is no good just because someone has more cities game already had that ranking better the way it is because it includes all in the score 

You realize your quoting a post thats a year old? And hes talking about having cities not be the deciding factor on rewards, ranking should be because it includes total score.

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20 hours ago, Sehren said:

Hey, I'm pretty new to this game, but I think it would be nice if you could set attack priorities for turrets, so they'll attack air or ground troops. Could we get an option to have them to attack ground troops first, or air first? 

Two things about turrets, First if you are using turrets as your primary defense, then you have already lost and second when defending a city properly you don’t have time to worry about prioritizing turrets.

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On 28.11.2017 at 6:44 AM, Sehren said:

Hey, I'm pretty new to this game, but I think it would be nice if you could set attack priorities for turrets, so they'll attack air or ground troops. Could we get an option to have them to attack ground troops first, or air first? 

the best defense, this attack and not yet sleep)

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