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Global Triumph: Second Strike Development

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Johnny
I love this idea! I had thought that it might be interesting to get intel when getting a spy into a land base, but I had just thought maybe something like the amount of cash, or a reveal of their full fog of war range. Treaties is a really good one!
I’m not sure if a fringe base, or front line would know the whole fog of war, but if it was in your true capital it that would be an interesting perk. In my head I think of Bond vs cracking the Enigma Code, and what intel a spy can gather. Just my two cents. Oh and if you bring back the radar for sea bases the spy in that base would get that bases intel? Maybe..
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Just something to add as the game move forward.  In the Report tab it shows what was built. That's great but then it states "X builds failed". That's not very helpful. 
Once you get beyond one or two bases it can be difficult to track what you had built.
It would be great if it listed "what" failed.

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Sorry, I was visiting family and out for about a week! I'll be catching up on requests and bugs in the next few days!
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Johnny
Sorry, I was visiting family and out for about a week! I'll be catching up on requests and bugs in the next few days!

Didn't take you long to make a ton of updates right away! 

It took my aging brain a minute to adjust but the main site face-lift is spot on. Nice work! 

Good to see communications are back (Railhound sent me a test and seems to work) and curious about some of the hints of others features in the works! 

Good stuff!

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Kadath
Didn't take you long to make a ton of updates right away! 
It took my aging brain a minute to adjust but the main site face-lift is spot on. Nice work! 
Good to see communications are back (Railhound sent me a test and seems to work) and curious about some of the hints of others features in the works! 
Good stuff!

I sent you messages lol, I’m equally impressed, great work Johnny.

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Thanks so much! I did a quick TMS redesign to get the new GT pages up and running, but I wasn't overly happy with it. This design definitely feels right to me, so glad to hear you guys like it, too!

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Johnny
Thanks so much! I did a quick TMS redesign to get the new GT pages up and running, but I wasn't overly happy with it. This design definitely feels right to me, so glad to hear you guys like it, too!

The grid background is not only cool but also kind of an homage to old GT. Well done.

Rick we see you sneaking into Bravo. Welcome back!

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Opinion! Do you think land/sea units should be able to attack through sectors where other units are sitting (assuming they have enough move distance left to land on the other side of the unit[s] in the way)? One thing this could create is people creating a defensive line (since holding a sector now gives a defender's advantage) and then marching a fresh set of units through it to an opponent. But, of course, opponents can do the same.

If you think units should be able to move through, click thumbs up. Otherwise, thumbs down.

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Next objects coming:

- A medic that heals infantry within 1 hop by 7% a cycle, up to 70% health.
- A bunker that boosts defense in the sector for land attacks.
- Supply depots that extend supply lines and aids with unit upkeep.
- Surveillance center that extends vision through fog of war to 5 hops around it. Can also general area of spies and subs within 5 hops. (Units aren't identified, but marks a "blob" that something was detected within.)

Let me know your thoughts!

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Johnny
Opinion! Do you think land/sea units should be able to attack through sectors where other units are sitting (assuming they have enough move distance left to land on the other side of the unit[s] in the way)? One thing this could create is people creating a defensive line (since holding a sector now gives a defender's advantage) and then marching a fresh set of units through it to an opponent. But, of course, opponents can do the same.
If you think units should be able to move through, click thumbs up. Otherwise, thumbs down.

Would be nice to have some visualization on the fortiflcation/defense level of units holding sectors more than 1 cycle. 

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Johnny
Next objects coming:
- A medic that heals infantry within 1 hop by 7% a cycle, up to 70% health.- A bunker that boosts defense in the sector for land attacks.- Supply depots that extend supply lines and aids with unit upkeep.- Surveillance center that extends vision through fog of war to 5 hops around it. Can also general area of spies and subs within 5 hops. (Units aren't identified, but marks a "blob" that something was detected within.)
Let me know your thoughts!

I like a medic but I think it should be all land units, I know that kinda doesn’t make sense but infantry is so squishy I don’t think they survive any encounters. I think bunkers have a place but it’s so hard to take someone’s capital I don’t think they should be allowed there. I like supply depots, I was thinking about railroads to quickly move land units but I can’t think of parameters where it makes sense. Surveillance base would be awesome with a limited area so you have to build more, but like missile range, I was thinking of radar stations and sonar stations, radar would allow you to use unassigned jets to intercept jets, maybe up your defensive turret range for airborne targets. Sonar would just let you know of a ping location but not what is in the fog, should give you a chance to reinforce your defenses. Maybe include the direction… 

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A handful of updates are now live:

- When a unit is holding a sector and gaining a defense boost, the percent boost now shows under the health meter.
- Medics (who heal infantry) and Mechanics (who repairs vehicles) heal 7% of units within one hop per cycle, to a max of 70%. Medics are at land research level 9, mechanics at 12.
- Supply depots (infrastructure research 9) can be built to extend supply lines, and bunkers (research 12) to gain a defense boost. Neither can share a sector with a land base.
- Surveillance stations (research 21) can now be built to extend the fog of war and detect spy/sub area presence. They can't share a sector with other structures, other than a defense turret.

Also, a change to spies!

- When a spy enters an enemy land base, the spies owner get to see the country's entire fog of war visibility for one cycle. They also get a marker on the base that was infiltrated for one cycle that shows the amount of cash the country has, and the status of their treaties.

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I also found and fixed a bug on the defense boost calculation. Units have been getting extra bonuses, so battle outcomes should be more accurate now.

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I have been reviewing the help files to better understand the combat mechanics. I may have missed it, but I cannot find the stats for bases. And if there is a bonus if you stack bases.


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Hanibel
I have been reviewing the help files to better understand the combat mechanics. I may have missed it, but I cannot find the stats for bases. And if there is a bonus if you stack bases.

Hanibel, base stats are within the Your forces / Land, Sea, and Air pages. Each object is treated independently, no stacking.

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Hey Johnny, I experienced a bug/glitch that got me thinking, the bug I captured a capital with an land, air, and sea base I’ve had them for 3 cycles and can’t use them. But they say they are hogans, and that made me think maybe, we can have a mechanic that allows liberating a captured capital and reseeding it to the original owner… I think that would be cool but I don’t quite know exactly what that would look like or cause.

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R005T3R_D
Hey Johnny, I experienced a bug/glitch that got me thinking, the bug I captured a capital with an land, air, and sea base I’ve had them for 3 cycles and can’t use them. But they say they are hogans, and that made me think maybe, we can have a mechanic that allows liberating a captured capital and reseeding it to the original owner… I think that would be cool but I don’t quite know exactly what that would look like or cause.

Ah, interesting! The old game had a "Restore Capital" option for countries in your alliance. But, I do like the idea of being able to do that for any country. Could be part of other negotiations!

Anyone opposed?

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A handful of bug fixes are now live:

- Air units in a sector were being factored in during land attacks.
- Air units were stranded when a base was destroyed or sold. They were stranded, invisible, and still being counted during battle!
- Bases weren't captured during disembark orders.
- Turret damage wasn't persisting through battles.
- Bombardment wasn't properly damaging structures.
- AI was able to build multiple turrets per sector.

Many of these were discovered via bug reports, so definitely report if you run into anything odd! It's greatly appreciated!

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Johnny couple of thoughts over the last few days:

1. Fairly sure this has been mentioned previously but the ability to transfer air units between bases within range would be nice.

2. Vacate/abandoning sectors. 

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As the Bravo map is headed in the same direction as the Alpha map (Golden Horde for the win?) it has become apparent that picking the correct Capitol can have a massive bonus. 
And since it is on a first come first serve basis, it become very beneficial to pick first.

I would prefer a random capitol selection. Agree to play the map and then the day of launch you get a capitol.

I think this also will level the playing field for new players. Terrain, supply routes, troops movement and research make this a more complicated game.  And it is intuitive in this style of game to place your starting point as far away from other players as possible.

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Hanibel
As the Bravo map is headed in the same direction as the Alpha map (Golden Horde for the win?) it has become apparent that picking the correct Capitol can have a massive bonus. And since it is on a first come first serve basis, it become very beneficial to pick first.I would prefer a random capitol selection. Agree to play the map and then the day of launch you get a capitol.
I think this also will level the playing field for new players. Terrain, supply routes, troops movement and research make this a more complicated game.  And it is intuitive in this style of game to place your starting point as far away from other players as possible.

I think random placement would be a great setting but I also enjoyed the selection process and comparing pros/cons. 

On both Alpha and Bravo, I was not first (I think more like the 4th or 5th?) so there's a counter to the premise that automatically advantages a player. 

In the case of Bravo, I think the research choice factor has been more key. I think there are other locations where I could have grown as fast or faster. Johnny could probably confirm but there were at least 3-4 cycles where I did not expand at all to avoid the diminishing returns penalty from getting out of control. I was worried I would have really handicapped myself but looking at the map now I might have been able to hit that 75% victory mark if I expanded without concern. Interesting the choices we make and hindsight is 20/20. :)

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Hanibel
As the Bravo map is headed in the same direction as the Alpha map (Golden Horde for the win?) it has become apparent that picking the correct Capitol can have a massive bonus. And since it is on a first come first serve basis, it become very beneficial to pick first.I would prefer a random capitol selection. Agree to play the map and then the day of launch you get a capitol.
I think this also will level the playing field for new players. Terrain, supply routes, troops movement and research make this a more complicated game.  And it is intuitive in this style of game to place your starting point as far away from other players as possible.
Excuse you, I’m still in alpha the golden hoard is only at 50% ish and now it’s almost the two biggest countries left… lol wish me luck, I’m planning on making him fight for almost every sector of my land! But I’ve learned from alpha and beta that I need to stay out of the mountains, because that seems to bring my forward momentum to an abrupt halt.
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R005T3R_D
Excuse you, I’m still in alpha the golden hoard is only at 50% ish and now it’s almost the two biggest countries left… lol wish me luck, I’m planning on making him fight for almost every sector of my land! But I’ve learned from alpha and beta that I need to stay out of the mountains, because that seems to bring my forward momentum to an abrupt halt.

Can't wait! Have a feeling Alpha is far from over... Nice job with that sneak attack!

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Kadath
Can't wait! Have a feeling Alpha is far from over... Nice job with that sneak attack!

I thought that was completely off your radar but the jet strike tells me otherwise lol, when did you see it because that was in place before the first treaty ended, I was trying to hide in the fog. Also let me know what you think about the next.

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I believe it just me. There is something about the change in game mechanics that is just not meshing for me.

In Bravo, it already feels like there is no chance to win. The Horde is 6 times larger than me as we make first contact. And that is about 5 cycles before I thought it would happen. So all of my strategy is out the window.

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R005T3R_D
I thought that was completely off your radar but the jet strike tells me otherwise lol, when did you see it because that was in place before the first treaty ended, I was trying to hide in the fog. Also let me know what you think about the next.

Discovered it at the last moment... I probably wouldn't have but Joder also managed to sneak a transport in that area that I lost track of and was looking for!

The fog mechanics is fun, you used it very well 😁

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Hanibel
I believe it just me. There is something about the change in game mechanics that is just not meshing for me.In Bravo, it already feels like there is no chance to win. The Horde is 6 times larger than me as we make first contact. And that is about 5 cycles before I thought it would happen. So all of my strategy is out the window.

If it makes you feel any better the Horde is probably over extended... 

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I do not understand the combat dynamics of this version of the game.  I do not understand the order of operation of combat.  I win 90% of the battles and lose 15 sectors. How?

I am just not feeling this version of the game.  Good luck to all in the Bravo map but I am out.

I will continue to play the solo game so I can maybe figure it out.


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Hanibel
I do not understand the combat dynamics of this version of the game.  I do not understand the order of operation of combat.  I win 90% of the battles and lose 15 sectors. How?I am just not feeling this version of the game.  Good luck to all in the Bravo map but I am out.
I will continue to play the solo game so I can maybe figure it out.

It is different. Will share some of what I understand:

Order of operations: players turns are in random order and then begin with air, then sea, then land. Orders are processed in the order they are placed. The big difference is land units can now move through each other which was not possible in legacy or earlier second strike.

My reports show you took 14 sectors and lost 20. So net loss is really 6.

You are winning most battles because your tanks are mowing down my infantry. It takes 4-5+ infantry to take out a tank all else equal. 4-5 wins per 1 tank lost which is about right with your math

Been enjoying the battle and had the sense you were effectively countering me so hate to see you go! 

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Thanks for the information. You supplied the clue that has clarified why I could not follow the logic of battle.

"The big difference is land units can now move through each other which was not possible in legacy or earlier second strike."

This one change breaks how I have been battle planning. And explains how units that should not be where they are are where they are.

I don't necessarily like this change. But I will see if I can readjust my strategies and will continue the fight

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Hanibel
Thanks for the information. You supplied the clue that has clarified why I could not follow the logic of battle."The big difference is land units can now move through each other which was not possible in legacy or earlier second strike."
This one change breaks how I have been battle planning. And explains how units that should not be where they are are where they are.
I don't necessarily like this change. But I will see if I can readjust my strategies and will continue the fight

All friends here. Rather battle it out with an informed adversary. :) 

Agree, it's a mind shift. I think the motivation was to preserve any defense bonus established by a front line unit (which takes time to build up) and allow rear units to push through the line if possible.

I think this sounds more practical to some extent but let's keep at it and give Johnny some feedback on if it's a good change.  👍 

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Hey so.. Johnny I’m ok with going back to a 75% of controlled sectors if Kadath and Hannibal are too. I feel I’m losing but if Kadath had to get 90% I’m really going to drag this out… and I love dragging stuff out lol. Sorry this is for alpha 

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