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List of suggestions that, could better the game.


SnakeEater
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On 9/7/2017 at 6:32 PM, Hitgirl said:

Since shielding has been buought up, I'd like to see it added as a player stat like tactics used.  I'd honestly start a poll about it but I can't get it to work or it's a broken forum ability. I'd be interested to see who all would like to see shields used as a stat. :D

I would absolutely love to see shields as a stat. In doing so, I would love for them to be able to pull the historical data to show how many shields players have used from when they created their account. I even have an idea about the medal you would receive for using them (see below).

59b53d8c138b8_Image10.thumb.jpg.9a6e718295108b2af69203b5153b3eef.jpg

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On 9/7/2017 at 10:06 AM, Ragnar99 said:

Maybe someone could figure out a way to make the Shield more unfair.  I'm not really sure how to buy the special shield that can be activated while a city is being attacked but some people have.  If it is a hack can someone please post it.

 

Several fields ago we had this happen to us twice, city started protection while the city was being attacked! It's either a hack or an exploit, the developers are aware of it and have not done anything about it. Or at the least made it know they are aware of the issue and are working to address it!

I posted this several months ago, but never for got any discussion from players. Maybe I am the only one that thinks this is a problem.

While I can agree with the concept of city protection I believe it has several issues! Now that city protection is given out in the daily rewards some of the benefits of protection need to be changed!

City protection should only be permitted to be used by the player activating the protection!, league members can not enter the army base or air base. League members troops that are in the army base or air base should be ejected from the bases. City turrets should not attack enemy troops! The city owners troops that are in the city bases should be stuck in the city until the protection expires! Protection remains in effect until the timer runs out! Also the city stops any production and collecting of resources.

Its city protection, not league protection!  One member of a league should not be able to cap a city, then have other league members park their  troops in the protected city!

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I have no problem with city protection if allies want to go into that city and hide its fine by me, its like putting all your eggs in one basket and when that shield drops watch out because I will be waiting like a hungry wolf. This actually happened in a game recently we attacked when the shiled dropped and the owner of the city did not wait he demolished the airfield killing all the allied armies was quite funny.

The changes I would like to see however to the way shield operates is that resources collection goes to 0 for all external resources revenues, basically only the in city minis producing anything. 

You want to shield up for 8 hours no problem fine with me but you get no more resources coming in, lets see how you like them apples when your unit production grinds to a halt due to lack of resources.

Same for commerce center nothing comes in nothing goes out you got to feed all them allied armies with what you have on hand or what you can produce locally. Lets see you be forced to plan logistics for a Siege.

To me shielding is the modern day equivalent of a castle under siege. Holing up into the castle keep was a splendid defensive idea however there were some dire long term consequences, famine, disease, pestilence and so forth. There are currently no consequences to Shields and this needs to change.

Lastly there should be a cooldown to Shields a minimum 1 hour time span where the same city cannot reuse a shield.

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On 9/10/2017 at 9:28 AM, SnakeEater said:

I would absolutely love to see shields as a stat. In doing so, I would love for them to be able to pull the historical data to show how many shields players have used from when they created their account. I even have an idea about the medal you would receive for using them (see below).

59b53d8c138b8_Image10.thumb.jpg.9a6e718295108b2af69203b5153b3eef.jpg

I'm not saying shielding is good or bad. I just want to be able to prove I have NEVER shielded.  All players should be able to see who shields. 

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On 9/12/2017 at 6:22 PM, Hitgirl said:

I'm not saying shielding is good or bad. I just want to be able to prove I have NEVER shielded.  All players should be able to see who shields. 

I understood what you were saying and I agree with wanting to show who has and who hasn't used shields. I am right beside you in the NEVER category. I am also saying as you may have noticed by the Satirical Medal I created, is that IMO the use of shields as a defense is compensation for a League's poor strategy and teamwork, and also a huge inability to understand and implement the mechanisms designed into this game that were developed specifically for a player to eventually no longer depend on the use of shields as his/her comprehension of the game increases. 

Edited by SnakeEater
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On 9/11/2017 at 7:15 AM, Immel said:

The changes I would like to see however to the way shield operates is that resources collection goes to 0 for all external resources revenues, basically only the in city minis producing anything. 

You want to shield up for 8 hours no problem fine with me but you get no more resources coming in, lets see how you like them apples when your unit production grinds to a halt due to lack of resources.

I agree with restricting the use of shields but for different reasons. Shields are an easy button and allowing them to be easily purchased and also awarded (a huge wasted slot in the daily rewards by the way) prevents Leagues from studying the mechanics of the game and developing a offensive and defensive strategy based on the designs the developers intended. Most people who play this game are either lazy or have zero understanding of how to play this game according to the design of the people who have created it. Because of this lack of understanding you then have the compounded problems of developers try to sort out the true changes that need to be implemented from players suggestions. Trying to placate a player base where maybe (and I am very overestimating this IMO) 10% of the dedicated players attempt to play the game and develop strategies according to the developers design. It is for this reason I feel after a set player hours or games played whatever one works, players shouldn't be allowed the use of Shields. And Definitely a member of ALL AND I MEAN ALL LEAGUES IN THE TOP 20 should not be allow to use shields. They should be forced to learn the game mechanics and develop strategies accordingly or REMOVE THEM FROM THE HIGHER RANKINGS. 

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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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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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  • 2 weeks later...

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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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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