hamstringing big nations just because you aren't able to kill them in three turns is about the dumbest suggestion i have seen on these board, but i keep seeing it. little nations are not welcome on developed maps unless they are willing to get rolled.
Changes to Come
51 to 65 of 65
A country definitely shouldn't be punished for playing well, but I think people joining late can still get good practice out of a world. Then, when a new world opens, they'll be good and battle-hardened. [/tng]
Johnny, doesn't the suggestion of Ghost Units make invading another country by sea incredibly hard and costly? They'll have an entire turn to notice the truck that landed, which won't be able to build a base or defense on time. My suggestion to avoid this is that when you build something with a truck, even if the truck is destroyed, it will be built the next day.
I'll think about your suggested adjustment. It sounds like it could work really well!
1) do our enemies see our "ghost" units? If not your back to invisible units with a slight delay (which may work out idk). If they can see ghost units i see a lot of target of new land bases 6 missiles guarantees now new land units tomorrow.
<i>2) if you build a ghost unit when do your funds get used. assuming immediately do you get them back if any of your conditions prevent it from being built?</i>
Correct.
<i>Just to point out that i keep saying that time issue isn't a big deal you guys might assume</i>
I think a user can overcome an opponent setting attacks at the last minute if they have the cash to account for it. However, a larger country fighting a smaller country could easily abuse the advantage and make it extremely difficult to stop.
I'm going to put in my 2 cents.
I think this is a solution without a problem.
In every war game (esp. a free one) you are going to have people who play and then quit. Often it is because they feel they are losing. It does not make it a bad game -- just one where people see the end way before the end. This is because the game is slow -- which I kinda like, but in todays quick action game world it means people see the end on the horizon and don't play it out.
This ghost unit plan will just make it worse. You are basically reducing the speed of the game by an order of 2. It will take at least twice as long to do anything. This will only make the problem of people who don't play to the end because of the pace of the game worse more pronounced.
This change my be good or bad for the hard core players among us, but it will make the drop out rate worse -- not better.
Only time will tell if I'm right.
I think this is a solution without a problem.
In every war game (esp. a free one) you are going to have people who play and then quit. Often it is because they feel they are losing. It does not make it a bad game -- just one where people see the end way before the end. This is because the game is slow -- which I kinda like, but in todays quick action game world it means people see the end on the horizon and don't play it out.
This ghost unit plan will just make it worse. You are basically reducing the speed of the game by an order of 2. It will take at least twice as long to do anything. This will only make the problem of people who don't play to the end because of the pace of the game worse more pronounced.
This change my be good or bad for the hard core players among us, but it will make the drop out rate worse -- not better.
Only time will tell if I'm right.
No, since they won't exist. With the previous invisibility adjustment, those objects existed and functioned. That's what caused the real issues.
<i>2) if you build a ghost unit when do your funds get used. assuming immediately do you get them back if any of your conditions prevent it from being built?</i>
Correct.
<i>Just to point out that i keep saying that time issue isn't a big deal you guys might assume</i>
I think a user can overcome an opponent setting attacks at the last minute if they have the cash to account for it. However, a larger country fighting a smaller country could easily abuse the advantage and make it extremely difficult to stop.
<i>2) if you build a ghost unit when do your funds get used. assuming immediately do you get them back if any of your conditions prevent it from being built?</i>
Correct.
<i>Just to point out that i keep saying that time issue isn't a big deal you guys might assume</i>
I think a user can overcome an opponent setting attacks at the last minute if they have the cash to account for it. However, a larger country fighting a smaller country could easily abuse the advantage and make it extremely difficult to stop.
Johnny any comment or thoughts on my point about a single attack destroying an entire days worth of work?
Only time will tell if I'm right.
The delayed object creation is the best solution I could think of, but I'm always open to better ideas.
I must have missed something. Which comment was this?
So either day 1 I use 1 missile and ruin you day and there isn't thing one you can do about it, or you get lucky i miss the construction truck and you build a base 6 missiles and any units you hoped to have tomorrow are never going to exist.
Also unless your traveling with a fleet of CT's (only really viable in Cerato) you cant defend your base well enough to ensure your units are built.
I am just trying to point out that as your last invisibility method was very helpful to the attacker this is an equivalent slide towards defense.
If I have miss understood the mechanics of ghost units then the above scenarios are mute but I think this might be one of those changes we put in a test world first. So we don't repeat the what happened on Borogov with the last attempt. (I would say it actually changed the out come of the world).
You shouldn't be leaving those trucks and bases completely undefended then. :P
You shouldn't be leaving those trucks and bases completely undefended then. :P
Agreed. Warships can only protect transports for so long as it is...eventually you have to leave the screen to land the units. Honestly unless you drastically manage to catch your opponent off-guard, naval invasions are looking to be nearly impossible at this point.
Then make it so even if a base is destroyed, the units will be built. The only thing stopping from building an unit is if the territory is taken.
Then make it so even if a base is destroyed, the units will be built. The only thing stopping from building an unit is if the territory is taken.
Yes, that's the suggestion you made earlier that I agreed with in post 52 above. I think that would be a good solution.
If I have miss understood the mechanics of ghost units then the above scenarios are mute but I think this might be one of those changes we put in a test world first. So we don't repeat the what happened on Borogov with the last attempt. (I would say it actually changed the out come of the world).
I've been pushing for the use of test worlds to tryout different, new game-changers. I don't think it's a good idea to implement such large changes on worlds that are already in progress.