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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.

how do turn rotations go

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Apr 7, 2010 7:14pm #1
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Im at war and it's a pain because everyday his units move first and then attacks I set are voided because my units have always been destroyed... Is the rotation random so everyone always moves in a different order? if not could this be a possible feature to look into?
Apr 7, 2010 7:25pm #2
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As I understand it, the turn order is random each turn. So you've just had the back luck of the draw.

I'd suggest looking at defensive moves in case he moves first in addition to your offensive moves.
Apr 7, 2010 7:45pm #3
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Correct. Turn order is random. You could try to set up defensive tactics where if he does go first, he'll end up killing himself.

For instance, two lines of units.
Edited 1 time - last Apr 7, 2010 7:46pm
Apr 7, 2010 11:46pm #4
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blueballzieth
Im at war and it's a pain because everyday his units move first and then attacks I set are voided because my units have always been destroyed... Is the rotation random so everyone always moves in a different order? if not could this be a possible feature to look into?
shoot missiles at your enemy's units before your ground units are within reach
Apr 8, 2010 12:31am #5
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Or just use higher strength units, then he'll die if he attempts to attack you.
Apr 8, 2010 3:09pm #6
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blueballzieth
Im at war and it's a pain because everyday his units move first and then attacks I set are voided because my units have always been destroyed... Is the rotation random so everyone always moves in a different order? if not could this be a possible feature to look into?
here's a little tip. useful or otherwise.

If you're intending to defend an attacker assume he goes first. get in his way and park.

if you are attacking (and you have the means) assume he goes before and after you. meaning attack where his is now and where he's going to be.

the best possible solution is to when attacking, predict his path and track it to his current spot this way instead of 2 points of attack you have multiple. but like para said used properly missiles never miss. (GT triumph missile are from the future and have perfect guidance systems)
Apr 8, 2010 3:53pm #7
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dman56
but like para said used properly missiles never miss. (GT triumph missile are from the future and have perfect guidance systems)
>.> We already have perfect guided missiles in the real world.
Apr 28, 2010 4:48am #8
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Newb here.

I'm liking what I am seeing thus far, but have a question regarding how attacks work.

As I understand it, you randomly determine the order of the attack, each nation on the server gets a random number, they get sorted, and those that are deemed first by the random generator gets all of their attacks first, then #2, and so on and so forth.

I am also under the assumption that your server handles the load fairly easily within a 30 to 60 minute time frame.

Here's the question:

Would it not be possible to have an initiative based system, where the order is determined, as you already have done so. Then everyone's #1 attack goes off, then after everyone's #1 attack, everyone's #2 attack goes. Then #3, and so on?

It would make people think, what is my most important attack? And while random chance is still involved, at least then you can have some consolation that if you missed #1, your #2 priority may have been different than your opponents and you went first there, instead of missing all of them simply because the RNG didn't like you today (or this week).

If it would increase your server load to the breaking point then ignore this suggestion. I'd rather have a playable game. The RNG will eventually balance itself out.
Apr 28, 2010 5:03am #9
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Sidewinder
Newb here.

I'm liking what I am seeing thus far, but have a question regarding how attacks work.

As I understand it, you randomly determine the order of the attack, each nation on the server gets a random number, they get sorted, and those that are deemed first by the random generator gets all of their attacks first, then #2, and so on and so forth.

I am also under the assumption that your server handles the load fairly easily within a 30 to 60 minute time frame.

Here's the question:

Would it not be possible to have an initiative based system, where the order is determined, as you already have done so. Then everyone's #1 attack goes off, then after everyone's #1 attack, everyone's #2 attack goes. Then #3, and so on?

It would make people think, what is my most important attack? And while random chance is still involved, at least then you can have some consolation that if you missed #1, your #2 priority may have been different than your opponents and you went first there, instead of missing all of them simply because the RNG didn't like you today (or this week).

If it would increase your server load to the breaking point then ignore this suggestion. I'd rather have a playable game. The RNG will eventually balance itself out.
lots of people have their stuff on perpetual attacks, so you would have to reset all your attacks every day, taking away the point of perpetual attacks.
Apr 28, 2010 6:40pm #10
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Unless perpetuals were stuck at the end of the list, in which case it might work...
Apr 28, 2010 6:53pm #11
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I'll give you one reason that's a bad idea "Cerato"

Nuff Said.
Apr 28, 2010 6:54pm #12
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LOL, Cerato is truly a different world than most... Sigh.
May 5, 2010 4:10pm #13
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My Personal opinion is how its handled in a old game called Civilization. Smallest armies move first

Logistically it makes sense bigger armies are harder to control orders and organizations are more structured with more levels. Giving smaller army counts an initiative advantage. It also would give smaller countries hope against bigger armys/countries.
Edited 1 time - last May 5, 2010 4:12pm
May 5, 2010 6:05pm #14
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Emeketos
My Personal opinion is how its handled in a old game called Civilization. Smallest armies move first

Logistically it makes sense bigger armies are harder to control orders and organizations are more structured with more levels. Giving smaller army counts an initiative advantage. It also would give smaller countries hope against bigger armys/countries.
I would be concerned about people evacuating cells in the middle of their borders in order to gain initiative advantage (if it were cell-size based) or only using L9 units (if it were number of units based). Depending on how they were counted, it would also punish jet use in preference of missiles. Still, it is an interesting concept.