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Conquer the world on your schedule! Claim a country and fight by land, sea, and air in this long-term, multiplayer browser strategy game.

Anything Else?

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Jan 14, 2010 5:21pm #51
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Grinning
...2. Different zoom levels; at least one more. The whole world is hard to see many details & the fully zoomed in is hard to see a larger field of battle. I'd suggest 1 extra level of zoom that shows twice as many sectors as the typical view....
I'd like to second this one. After getting a big enough land area that constant moving the map needs to be done, it'd be nice to have a view that I could get a bigger picture without having to see the whole world.
Jan 15, 2010 12:26am #52
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Is there any way that you can see any bridges you have built using the display button?
Jan 15, 2010 4:46am #53
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camel2th
Is there any way that you can see any bridges you have built using the display button?
The game currently doesn't store who built a bridge. It should be something I can compile from logs and incorporate into the game, though.
Jan 17, 2010 8:07pm #54
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When a nation's capital is controlled by another country, would it be possible to have their label displayed differently? (Either by showing the colour of that country's sectors, or italicizing it, or something). This would make it easier at a glance to see which country controls what.
Jan 18, 2010 2:57pm #55
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What about aircraft transfers? Are they still in the works?
Jan 18, 2010 5:11pm #56
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I'd be nice if there was some way on the over head maps to show alliances.
Jan 19, 2010 2:02pm #57
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I would love to see a mass select for air attacks. Kinda like the group attack for land troops. It would mean that everything you attack would get the same attack.
Jan 20, 2010 1:55pm #58
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Another display/search feature to show Alliances!

How this could be done is to have another tab that shows every current alliance with bullets to select the alliance. Once the Alliance you choose is selected, the countries NOT in the alliance will grey out. However, they would go to a dark grey to help differentiate them from unclaimed land. Also, every country in an alliance would become the same color. Maybe the same color as the alliance leader.

If 2 alliances are selected, both alliances should have a different color. not too likely of having two alliance leaders with the same color, but it could happen.

pretty cool idea? grays out countries not in the selected alliance and turns all the countries in the selected alliance the same color as the leader...
Jan 21, 2010 6:45am #59
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Gopherbashi
When a nation's capital is controlled by another country, would it be possible to have their label displayed differently?
I'll add it to my "look into" list.
Jan 21, 2010 6:46am #60
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Tim_the_Surveyor
What about aircraft transfers? Are they still in the works?
It's still on my maybe list.
Jan 21, 2010 6:47am #61
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Yulin
I'd be nice if there was some way on the over head maps to show alliances.
This will probably be added to the alliances' page when the game goes to Beta and I start focusing on the site side of things.
Jan 21, 2010 6:48am #62
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Tim_the_Surveyor
I would love to see a mass select for air attacks.
Probably not practical, just considering all the variables that go into air attacks.
Jan 21, 2010 4:39pm #63
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Johnny
This will probably be added to the alliances' page when the game goes to Beta and I start focusing on the site side of things.
that works too
Jan 22, 2010 1:58am #64
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Gopherbashi
It would also cause people to get an advantage by waking up at some ungodly hour, thereby causing college students to lose all the time. [/tng]

One solution I've been thinking of for this is that any new units created on a certain day don't show up on everyone else's screen until ater the Daily Cycle runs. Everyone is at the same disadvantage for responding to unit spawns, no matter when those units are created.

Think of this as the time lag between the creation of units and your intelligence services / satellites finding out about them.
With regards to this and the current poll, I just want to point out that this allows a nation to insta-create an army and invade overnight without any indication to the defending player. One day there's nothing there, the next you've been pushed out of a large swath of territory. I realize you can pretty much do this now by waiting till 4am (if anyone absolutely feels the need to...), but it makes sneak attacks very easy.
Jan 22, 2010 2:30am #65
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CGOScooter
I realize you can pretty much do this now by waiting till 4am (if anyone absolutely feels the need to...), but it makes sneak attacks very easy.
Yes, it definitely does.

But, it also makes the hour you set your attacks even less important. Right now, setting your attacks in the morning is a big disadvantage. You'd have to check in again later to see if a new force has been created.

This solution would put everyone on equal footing. I like Gopher's logic behind the change, too.
Jan 22, 2010 4:12am #66
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I think that while yes, new units shouldn't show up when they are built, they also shouldn't be able to attack enemy territory, as in, you can claim neutral territory with the newly built units, but not actually attack other players with them until they are a day old.
Jan 22, 2010 1:25pm #67
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This isn't in game stuff, but could there be a thread on the polls page to open discussion about the poll, or to allow statements as to why someone voted that way? Like the radar poll, I would have liked to noted (without creating a new thread here) that ship borne radar would be more flexible and wouldn't require to be as expansive to be effective and that a body could have much earlier warning that way.

Now that I am posting, I would also like to be able to, on the perpetual attack (or a new function) be able to set the path of units beyond one day. That way I can set ships to patrol a certain area. I was playing battle for Wesnoth. There you can create attack paths and as you pass turns, it notes a number at each turn break for the attack. This would be like telling a ship to patrol this coastline or telling a battalion to take that hill WAY over there, allowing you to be general and not captain.
Jan 22, 2010 1:33pm #68
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Johnny
Probably not practical, just considering all the variables that go into air attacks.
The reason I asked, was that I had to attack a swarm of infantry and the only change that I made was the unit I was attacking. I had the same airbase with the same number of planes per attack. It would make it easier if I could drag across like the group attack, then select the base, then the number of units per attack. If I chose more enemies than resources, then it would just not attack the remaining balance based on the selection as is laid out in the group attack. This would be selective as the current air attack is: sector, land unit, sea unit.

Or... A clone air attack?
Jan 22, 2010 6:46pm #69
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Johnny
Since pins can serve this purpose, I think they should probably be used for this. I'd also prefer not to add another overlay to the world map.
How about being able to set and view pins in the zoomed view?

I also thing canals could be implemented without "terraforming." It could work like a bridge does on water, where it's still a water sector but land units can pass. A canal space would still be a land space but would be passable by boats. You could also make it that you cannot capture a sector with a sea unit in a canal, therefore sea units could only travel in canal sectors you own. Maybe make canal movement a "Move" rather than an "Attack."

Also one thing I noticed today, it'd be nice to have a link to a breakdown of our upkeep cost. I noticed today that on Bogorov and Cerato, my upkeep is only around $300 while my upkeep on Ankylo is 10 times that.
Jan 22, 2010 6:53pm #70
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Johnny
Yes, it definitely does.

But, it also makes the hour you set your attacks even less important. Right now, setting your attacks in the morning is a big disadvantage. You'd have to check in again later to see if a new force has been created.

This solution would put everyone on equal footing. I like Gopher's logic behind the change, too.
To make it fair to more casual players would be a simple change, units can't attack the same cycle they're created. Although this would slow down overall expansion by about a day. Unit creation would be more of a "build then deploy" type of order rather than build, deploy, AND attack
Jan 23, 2010 12:18am #71
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I had this thought while expanding today....

What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..

If that happened That would be epiiic.

Global Triumph Beta.... It was my idea..

Dman56
Jan 23, 2010 12:51am #72
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dman56
I had this thought while expanding today....

What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..

If that happened That would be epiiic.

Global Triumph Beta.... It was my idea..

Dman56
We've mentioned that one already. Too much strain on the database.
Jan 23, 2010 2:16am #73
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dman56
I had this thought while expanding today....

What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..
all you have to do is create one unit and then move the base to align with the option you want like 1 jeep or what ever. It does tend to speed up the process.
Jan 23, 2010 4:13am #74
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Gopherbashi
We've mentioned that one already. Too much strain on the database.
I don't think this one's ever been brought up, and it's definitely doable. In fact, I could put that in place pretty quickly.

I never really thought about it because I use the same technique Tim uses, where you drag the map so the panel pops up right where you want it. If I changed it to appear at the current cursor position, that little trick wouldn't be usable anymore.

Which route do you guys think I should go?
Jan 23, 2010 4:27am #75
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Johnny
Which route do you guys think I should go?
I tested the direct pop-under method and it actually seems to work pretty well for me. I think I'm going to add it as a "Settings" option.
Edited 1 time - last Jan 23, 2010 4:27am
Jan 23, 2010 4:31am #76
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Isn't that the same thing I suggested a little while back, or am I not reading that properly?
Jan 23, 2010 4:39am #77
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Gopherbashi
Isn't that the same thing I suggested a little while back, or am I not reading that properly?
I don't recall this being suggested before. I may have overlooked it, though!

Do you recall the post? (There's a search box off to the right, if that helps.)
Jan 23, 2010 5:51am #78
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Johnny
I don't recall this being suggested before. I may have overlooked it, though!

Do you recall the post? (There's a search box off to the right, if that helps.)
Nope, different thing; I understand now. Never mind.
Jan 23, 2010 6:37am #79
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Vorgse
To make it fair to more casual players would be a simple change, units can't attack the same cycle they're created. Although this would slow down overall expansion by about a day. Unit creation would be more of a "build then deploy" type of order rather than build, deploy, AND attack
It just occurred to me that units wouldn't even need to be hidden if I went this route. If units can't attack the day they're created, then there wouldn't be any advantage to waiting until the last minute.

It would also save a huge amount of processing time, since checks wouldn't need to be run every time a unit needs to be displayed.

There wasn't a clear winner in the poll about hiding units, so I'll see what people think about this one.
Jan 23, 2010 6:58am #80
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Johnny
It just occurred to me that units wouldn't even need to be hidden if I went this route. If units can't attack the day they're created, then there wouldn't be any advantage to waiting until the last minute.

It would also save a huge amount of processing time, since checks wouldn't need to be run every time a unit needs to be displayed.

There wasn't a clear winner in the poll about hiding units, so I'll see what people think about this one.
There would still be advantages for waiting till the last minute. If you create your units after your opponent they cannot attack them with planes/missiles. It also gives them a day less time to prepare any counter attacks. It would also effectively eliminate sneak attacks, and would cut my growth by about 30% (I'm sure some people will vote for it just because of this but whatever) so just think, It may effect your growth as well.
Edited 1 time - last Jan 23, 2010 7:04am
Jan 23, 2010 7:04am #81
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Tim_the_Surveyor
could there be a thread on the polls page to open discussion about the poll
If anything, I may just create a link to a specific message board thread on the polls page to discuss polls. I don't think I'd want an entirely separate discussion area.


<i>This would be like telling a ship to patrol this coastline or telling a battalion to take that hill WAY over there, allowing you to be general and not captain.</i>

Perhaps in version 2. I hope to alter the zoom view to drag indefinitely. Right now, settings long-distance attacks would cause a problem when you hit the edge of the dragging area.
Jan 23, 2010 7:07am #82
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TodZumTeufel
If you create your units after your opponent they cannot attack them with planes/missiles.
Good point! It would probably have to be both or none.


<i>and would cut my growth by about 30%</i>

I definitely understand how it could negatively impact gameplay. I just created the poll to see how people feel about it, but I'm still not sold on the idea. In the end, it may not be worth adding so many limitations to keep things completely even if it's going to make playing the game less enjoyable overall.
Jan 23, 2010 7:09am #83
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Tim_the_Surveyor
Or... A clone air attack?
This is probably doable.
Jan 23, 2010 7:46am #84
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Johnny
If units can't attack the day they're created, then there wouldn't be any advantage to waiting until the last minute.
if this happens, then new nations that just start the game will have to wait two days until their units show them any returns. it's a good way to kill interest in the game for a new player.
Jan 23, 2010 8:26am #85
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parandiac
it's a good way to kill interest in the game for a new player.
I agree. The more I think about it, the more I think the impact on gameplay isn't worth it.
Jan 23, 2010 6:20pm #86
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parandiac
if this happens, then new nations that just start the game will have to wait two days until their units show them any returns. it's a good way to kill interest in the game for a new player.
There is also the fact that an unscrupulous player could kill all a new players units with Air attacks (before said new player could even move any units)
Jan 23, 2010 6:37pm #87
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parandiac
if this happens, then new nations that just start the game will have to wait two days until their units show them any returns. it's a good way to kill interest in the game for a new player.
But you also alienate the casual player who can't wait until 3AM to post attacks.
Jan 23, 2010 9:59pm #88
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Vorgse
But you also alienate the casual player who can't wait until 3AM to post attacks.
i don't wait until 3am to post attacks.

i've been in three extensive wars with my current nation on borogov and one on cerato, winning each one. it appears that one of my neighbours will be striking me in the next couple days, and i won't be waiting until 3am to post attacks then either.

the problem is, if brand new nations can't attack, a new nation will do this:

day one
1. create nation
2. use $12,000 to build units

day two
1. collect $2000 as income
2. set attacks

day three
1. collect $2600 as income
2. set attacks
3. spend $4600 on more units


this is a three day evolution to get any gains at all. if i were new to the game, i'd be like, "fuck this." so i have no idea where your 3am attack idea comes from, since this is a new unit discussion.
Jan 23, 2010 11:24pm #89
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parandiac
i don't wait until 3am to post attacks.

i've been in three extensive wars with my current nation on borogov and one on cerato, winning each one. it appears that one of my neighbours will be striking me in the next couple days, and i won't be waiting until 3am to post attacks then either.

the problem is, if brand new nations can't attack, a new nation will do this:

day one
1. create nation
2. use $12,000 to build units

day two
1. collect $2000 as income
2. set attacks

day three
1. collect $2600 as income
2. set attacks
3. spend $4600 on more units


this is a three day evolution to get any gains at all. if i were new to the game, i'd be like, "fuck this." so i have no idea where your 3am attack idea comes from, since this is a new unit discussion.
You'd quit the game because it was overall 1 turn longer at the very beginning? Pathetic.

Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.

The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.

As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
Jan 23, 2010 11:41pm #90
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Vorgse
You'd quit the game because it was overall 1 turn longer at the very beginning? Pathetic.

Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.

The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.

As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
It doesn't just take 1 day longer, it changes the aspect of money in the beginning expansion. I don't know about everyone else but I was down to just a few dollars remaining in the first few turns and this would take a portion (yes it would be a small portion) of that income away. As for the air attacks the current system allows for it to a certain probability, depending on who moves 1st, and if the person places after you have set your attacks, you can't hit the units anyway. Which is one of the aspects that this suggestion does not address.

One thing that Johnny may want to consider is instead of invisible units or the can't attack in the turn they are created, is a "daily cycle" once every 23 or 25 hours. this makes it so no matter which timezone you are in you have a few updates which are advantageous to you. and a few which are a disadvantage to you. The 23/25 hour day would also make the timing of attacks more strategic, so you'd time it to be the most advantageous to you, and the least advantageous to your opponent.
Edited 2 times - last Jan 23, 2010 11:45pm
Jan 23, 2010 11:45pm #91
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Vorgse
You'd quit the game because it was overall 1 turn longer at the very beginning? Pathetic.

Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.

The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.

As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
i'd be more disinterested as a new player if i had to wait three days for the first real return on my playing. it's not pathetic. it's realistic, since you're not actually thinking about what this would do to the game. all attacks would process a day later, so your claim that people growing irritated with the game taking twice as long being pathetic is trite and unimaginative.

if people are waiting until 3am to make units to get a jump on other players, then that's a bigger argument for invisible units, except you don't want to "play battleship." realistically speaking, that's part of the war simulation strategy. your intelligence of new units and their composition isn't instantaneous unless you have a spy in their military command. it will take you a day or more to get an accurate idea of what you are facing.

so instead of playing battleship, why don't you play smart? i won't tell you what this entails, since i don't feel like breaking the learning curve of the game and giving you ideas about how to go about whacking other people.

you're already dropping missiles on new nations, so you aren't playing entirely dumb. but if you're going to liken this to battleship, then i don't know.
Jan 23, 2010 11:48pm #92
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TodZumTeufel
One thing that Johnny may want to consider is instead of invisible units or the can't attack in the turn they are created, is a "daily cycle" once every 23 or 25 hours. this makes it so no matter which timezone you are in you have a few updates which are advantageous to you. and a few which are a disadvantage to you. The 23/25 hour day would also make the timing of attacks more strategic, so you'd time it to be the most advantageous to you, and the least advantageous to your opponent.
so the update would be random? people would still rush to get on here before the perceived update just to get some last minute moves in. it won't matter, since we aren't all on the same sleep/work schedule or in the same time zone. someone is going to feel like they are getting the shaft.

i think that invisible units would negate the shaft.
Jan 23, 2010 11:53pm #93
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parandiac
so the update would be random? people would still rush to get on here before the perceived update just to get some last minute moves in. it won't matter, since we aren't all on the same sleep/work schedule or in the same time zone. someone is going to feel like they are getting the shaft.

i think that invisible units would negate the shaft.
So do, I but some people do not, and I am offering an alternative, I am thinking of a rotating update: for a 25 hour day:

Day 1: Update = 00:00
Day 2: Update = 01:00
Day 3: Update = 02:00
Day 4: Update = 03:00
Day 22: Update = 21:00
Day 23: Update = 22:00
Day 24: Update = 23:00
Day 25: Update = 00:00

yes people would still rush to get on at the last minute, but on some days the last minute would be 3 in the afternoon, on others it would be 6 in the morning. we aren't all on the same sleep/work schedule or in the same time zone so each update, some1 new gets the advantage, and someone new gets the shaft.
Jan 24, 2010 1:46am #94
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Johnny
I tested the direct pop-under method and it actually seems to work pretty well for me. I think I'm going to add it as a "Settings" option.
Thank you sir. This feature has saved me time.
Jan 24, 2010 5:17am #95
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TodZumTeufel
The 23/25 hour day would also make the timing of attacks more strategic
It still gives some people an advantage on a given day, though.

I think not being able to attack on the first day a unit is created would negatively impact the gameplay too much. I've ruled that out.

Making new units invisible to enemies on the day they're created does allow a greater possibility of sneak attacks, but it does at least give everyone that same opportunity. I think that may be the best way to make the game fair to everyone regardless of what time they're able to play.
Jan 24, 2010 7:55am #96
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TodZumTeufel
So do, I but some people do not, and I am offering an alternative, I am thinking of a rotating update: for a 25 hour day:

Day 1: Update = 00:00
Day 2: Update = 01:00
Day 3: Update = 02:00
Day 4: Update = 03:00
Day 22: Update = 21:00
Day 23: Update = 22:00
Day 24: Update = 23:00
Day 25: Update = 00:00

yes people would still rush to get on at the last minute, but on some days the last minute would be 3 in the afternoon, on others it would be 6 in the morning. we aren't all on the same sleep/work schedule or in the same time zone so each update, some1 new gets the advantage, and someone new gets the shaft.
oh god no, this is a terrible idea. this is a daily game in the sense you move ONCE a day. With that cycle, some people will have to move twice a day on certain days. also, this is a daily game in the sense that you know its one day and thats it. its not complicated. I would LOATHE having to keep track of the day and cycle refresh everyday. I, like MANY others, have too many things to keep track of everyday.

I wouldnt start jotting down new times for everyday on a paper or in my cellphone, its too much work for people who work.
Jan 24, 2010 2:20pm #97
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I was wondering if there would be a way to change the way a construction truck moves? I would love it to be able to attack it's full distance. I was thinking that the attack could utilize all of the remaining distance of the move function. With the advent of the perpetual attack, it has become more important for this. Most of us move a line of troops and follow with a construction truck. Although I don't have to move the troops every time, I do the construction truck or only advance it half it's potential distance. I didn't know if you could make it "move" the entire 10 sectors and attack the unmoved balance. Would still have to attack unoccupied land though.

Just a thought.
Jan 24, 2010 4:03pm #98
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Tim_the_Surveyor
I was thinking that the attack could utilize all of the remaining distance of the move function.
I like this idea.

I could code its attack function to allow the full attack distance <i>plus</i> its move distance, minus the moves that have already taken place. So, if you haven't moved a truck, you can set an attack distance of 8, including perpetually.

I wouldn't even have to code any extra considerations because moving a truck after the attack is set would cancel the existing attack and force a reset (using the new lower distance value).

The one decision I'd have to make is whether or not to allow the higher distance across unoccupied territory. Since all other units in the game move equal distances across owned or unowned, and since the attack would now let you take advantage of unused move distance, perhaps I should allow the full distance.
Jan 24, 2010 4:20pm #99
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TodZumTeufel
yes people would still rush to get on at the last minute, but on some days the last minute would be 3 in the afternoon, on others it would be 6 in the morning. we aren't all on the same sleep/work schedule or in the same time zone so each update, some1 new gets the advantage, and someone new gets the shaft.
if the update jumped between 6am and 3pm, people would be pissed because of the irregularity, and the game not allowing them a fair chance to get online and set their attacks.
Jan 24, 2010 4:25pm #100
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Tim_the_Surveyor
I was wondering if there would be a way to change the way a construction truck moves? I would love it to be able to attack it's full distance. I was thinking that the attack could utilize all of the remaining distance of the move function. With the advent of the perpetual attack, it has become more important for this. Most of us move a line of troops and follow with a construction truck. Although I don't have to move the troops every time, I do the construction truck or only advance it half it's potential distance. I didn't know if you could make it "move" the entire 10 sectors and attack the unmoved balance. Would still have to attack unoccupied land though.

Just a thought.
i was thinking about this yesterday while moving CTs on cerato and was going to bring it up today, but you beat me to it. having to move the trucks every day and set their attacks is a pain, but this would help things along tremendously.
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