E
E O
12 Sep 2021 00:57
Link
I should have posted this when it was much more fresh a month or so ago, but I figured I'd relay feedback about the war engine, since so few people use/test much of it anymore. I recently was involved in a PVP war on White Giant that involved three of the largest militaries on the planet (and basically ALL of the top 10 war countries at the time), and think that size of conflict helps illustrate areas for improvement in the war engine. No clue if this will be useful but here it is.
Before I continue, THIS IS MEANT just as feedback on the current system and meant to go to gamemaster. This is super long and dry. I posted it publicly to encourage others to chime in should they chose. This is a very OPINION-driven post, but I have tested the things within and seen a lot. If you have not fought in big PVP wars, I would ask that you are careful about contributing to this thread. The intent is to get people who have seen how the war engine works at its highest level discussing possible improvements.
1. The first thing I will say is that the current war engine is extremely broken. Federated air defenses are the only important thing in the game. You can use your best, FULL units and shoot at it and do zero damage. Ever. You lose your entire unit, every time. Until this gets addressed, I probably won't be using it much anymore. I don't mind having some weapons and units being stronger than others, but there isn't a point in shooting at federated air defense. It will not die, and you CANNOT DAMAGE IT, so yeah, game is currently broken. Edits to weaken the effect of federated wings would help here. Offense should get smashed when attacking federated defense, but not ENTIRELY WIPED EACH TIME - you should be able to make headway, even if it's costly. I'm not going to touch on alternatives like nuking players to avoid air defense because frankly, if that's what you're doing, it ONCE AGAIN suggests the war engine needs work. Players with coordinated defenses are untouchable. Don't believe me? Try to take something from me on WG and find out :P I probably won't log in to worry and will retain everything. Possible downsides include me deciding to take your stuff, but hey, it's a game, right?
For anyone that wants to see what it looks like to shoot against federated air defense, this is basically what it will look like over and over (keep in mind offensive weapons are SIGNIFICANTLY costlier than defense weapons):
"The country lost 1 interceptor.
The defence was assisted by Defense Interceptor Wing Interceptor 004, Defense Interceptor Wing Interceptor 002 and Defense Interceptor Wing Interceptor 005.
The War Index remains 99.20
Noobatron2020 (the attacker) reports:
Air Force Attack and Bombing Wing 'Twin' lost 224 precision bombers and 476 fighter planes.
Air Force Attack and Bombing Wing 'Twin' lost trucks, gasoline and military supplies.
The attack may have been reduced or eliminated by Anti Missile Missiles.
The weapons chosen were not effective in this attack.
3130 soldiers were killed and 7291 were wounded.
The War Index remains 48.64"
I killed one interceptor on that shot and lost 224 bombers and 476 fighters (EVERY WEAPON IN MY UNIT). This was a GOOD shot. You usually don't kill even one interceptor. Why would anyone play against this defense? It's extremely easy for almost any player to set up regardless of finances too. There's a player who's been inactive for over a year on FB, but no one has taken his main country. He has basic federated air defense with over 100t cash sitting there for whoever can just beat his defenses. No one can take it (or has so far, and it's been... a year). I personally didn't even consider attacking it, and I have plenty of weapons. No point.
2. Units are too small
I've said this before, but offensive *units* are one shot units. If that's how this game was designed, then we have achieved great success. However, why there is a limit at all to the size of reserves in a unit is beyond me. Limiting it just means you need to click A HELL OF A LOT more, but with no benefits or perks. To be clear, I'm not suggesting more weapons per shot in this paragraph, I'm asking for more weapons in reserves. Make it 10x more. Seriously. Right now it's pretty silly.
I had to disband all of my offensive units after each shot in this recent war. Not exaggerating, I dismantled / reassembled probably 300-400 units after ONE SHOT EACH when feasibly, there could have just been ONE unit with big reserves. The composition of each of my 400 units was exactly the same. Yes, seriously. Had to shoot down several hundred wings, and each shot I fired required completely dismantling each unit I'd shot with previously and making a new one. What an enormous waste of time and clicks. Someone explain at all why there is a limit to me. Why can't I have 25,000 tanks waiting to fill in for the next shot if I want? You're limited by weapons per shot anyways - INCREASE THE RESERVES IN THE UNIT PLEASE. Wars take too long anyways without having to spend 1/2 your time just taking down and remaking units.
Next, I think there needs to be testing on unit sizes. It greatly impacts their effectiveness. Here, I AM talking about weapons per shot. Because air wings are smaller than ground forces (air units can max at 750 weapons per shot, ground maxes at 1300 weapons), they totally suck compared to ground in every way and should NEVER be used when ground is an option. Navies are even smaller, so they're even less useful than air wings. This feels broken, and was never the case until recently. Same is true for mobile units. They suck. They're tiny, they get massively outnumbered, and crushed. There is zero need to ever invest in them. Having to pay for them in the form of officers and professional soldiers further disbalances war anyways to promote "visa warriors" anyways, so I don't mind that they're broken. Get rid them of them and I wouldn't notice since no one uses them anyways. I have never once encountered anyone effectively using mobile units. Ever. Not saying it hasn't happened, but yeah.
3. Military supplies + things like gasoline and aircraft fuel.
These are REQUIREMENTS for all units - yet the only time you ever really get prompted to think about them is when you're assembling units. I bet half of your "my units aren't moving" topics on the help portion on the forum are because players have no indication that they're out of supplies or gas. This needs improvement. Low priority, but building a requirement of building up military reserves for fuel etc ahead of time to even use weapons seems like a good idea. There was more than a 3 real life week in backlog in military services during the war, so it was just lots of me having to remember to go into EACH COUNTRY AND MANUALLY PLACE IMMEDIATE ORDERS all the time. There are too many small things in the war engine that can ruin your war experience (like no gasoline) that have no real prompts to help prepare you for this. New players might buy 10,000 bombers and think they're ready to fight against a c3, but fail because they don't know they need fuel to actually use their bombers. I am not suggesting removing gasoline etc, but the system is not good right now.
There truly are an incredibly large number of things like this players need to remember - so much so that fighting feels like "checklist warring." Who has done more of the 750 things from the checklist than the other? In one of the 11 countries of mine involved in the war, I ran out of military supplies. This meant my remote depots dissolved, units were stranded, etc. I noticed quickly and fixed this, but my point should be made here. There are far too many little things to worry about. Things need massive overhauls with the intent of streamlining. Assets aside, players who haven't fought PVP before won't have a chance against someone like me. I know the millions of tiny things I need to worry about and they don't. Having to supply yourself is an argument, but it's not fun or profitable. We need to focus on fun, playability, and simple resolutions I think.
I have more thoughts but I've posted enough for now. Feel free (anyone) to ask questions about this. Would love more dialogue on how to improve the war engine since I feel it's pretty bad right now in terms of playability.
Before I continue, THIS IS MEANT just as feedback on the current system and meant to go to gamemaster. This is super long and dry. I posted it publicly to encourage others to chime in should they chose. This is a very OPINION-driven post, but I have tested the things within and seen a lot. If you have not fought in big PVP wars, I would ask that you are careful about contributing to this thread. The intent is to get people who have seen how the war engine works at its highest level discussing possible improvements.
1. The first thing I will say is that the current war engine is extremely broken. Federated air defenses are the only important thing in the game. You can use your best, FULL units and shoot at it and do zero damage. Ever. You lose your entire unit, every time. Until this gets addressed, I probably won't be using it much anymore. I don't mind having some weapons and units being stronger than others, but there isn't a point in shooting at federated air defense. It will not die, and you CANNOT DAMAGE IT, so yeah, game is currently broken. Edits to weaken the effect of federated wings would help here. Offense should get smashed when attacking federated defense, but not ENTIRELY WIPED EACH TIME - you should be able to make headway, even if it's costly. I'm not going to touch on alternatives like nuking players to avoid air defense because frankly, if that's what you're doing, it ONCE AGAIN suggests the war engine needs work. Players with coordinated defenses are untouchable. Don't believe me? Try to take something from me on WG and find out :P I probably won't log in to worry and will retain everything. Possible downsides include me deciding to take your stuff, but hey, it's a game, right?
For anyone that wants to see what it looks like to shoot against federated air defense, this is basically what it will look like over and over (keep in mind offensive weapons are SIGNIFICANTLY costlier than defense weapons):
"The country lost 1 interceptor.
The defence was assisted by Defense Interceptor Wing Interceptor 004, Defense Interceptor Wing Interceptor 002 and Defense Interceptor Wing Interceptor 005.
The War Index remains 99.20
Noobatron2020 (the attacker) reports:
Air Force Attack and Bombing Wing 'Twin' lost 224 precision bombers and 476 fighter planes.
Air Force Attack and Bombing Wing 'Twin' lost trucks, gasoline and military supplies.
The attack may have been reduced or eliminated by Anti Missile Missiles.
The weapons chosen were not effective in this attack.
3130 soldiers were killed and 7291 were wounded.
The War Index remains 48.64"
I killed one interceptor on that shot and lost 224 bombers and 476 fighters (EVERY WEAPON IN MY UNIT). This was a GOOD shot. You usually don't kill even one interceptor. Why would anyone play against this defense? It's extremely easy for almost any player to set up regardless of finances too. There's a player who's been inactive for over a year on FB, but no one has taken his main country. He has basic federated air defense with over 100t cash sitting there for whoever can just beat his defenses. No one can take it (or has so far, and it's been... a year). I personally didn't even consider attacking it, and I have plenty of weapons. No point.
2. Units are too small
I've said this before, but offensive *units* are one shot units. If that's how this game was designed, then we have achieved great success. However, why there is a limit at all to the size of reserves in a unit is beyond me. Limiting it just means you need to click A HELL OF A LOT more, but with no benefits or perks. To be clear, I'm not suggesting more weapons per shot in this paragraph, I'm asking for more weapons in reserves. Make it 10x more. Seriously. Right now it's pretty silly.
I had to disband all of my offensive units after each shot in this recent war. Not exaggerating, I dismantled / reassembled probably 300-400 units after ONE SHOT EACH when feasibly, there could have just been ONE unit with big reserves. The composition of each of my 400 units was exactly the same. Yes, seriously. Had to shoot down several hundred wings, and each shot I fired required completely dismantling each unit I'd shot with previously and making a new one. What an enormous waste of time and clicks. Someone explain at all why there is a limit to me. Why can't I have 25,000 tanks waiting to fill in for the next shot if I want? You're limited by weapons per shot anyways - INCREASE THE RESERVES IN THE UNIT PLEASE. Wars take too long anyways without having to spend 1/2 your time just taking down and remaking units.
Next, I think there needs to be testing on unit sizes. It greatly impacts their effectiveness. Here, I AM talking about weapons per shot. Because air wings are smaller than ground forces (air units can max at 750 weapons per shot, ground maxes at 1300 weapons), they totally suck compared to ground in every way and should NEVER be used when ground is an option. Navies are even smaller, so they're even less useful than air wings. This feels broken, and was never the case until recently. Same is true for mobile units. They suck. They're tiny, they get massively outnumbered, and crushed. There is zero need to ever invest in them. Having to pay for them in the form of officers and professional soldiers further disbalances war anyways to promote "visa warriors" anyways, so I don't mind that they're broken. Get rid them of them and I wouldn't notice since no one uses them anyways. I have never once encountered anyone effectively using mobile units. Ever. Not saying it hasn't happened, but yeah.
3. Military supplies + things like gasoline and aircraft fuel.
These are REQUIREMENTS for all units - yet the only time you ever really get prompted to think about them is when you're assembling units. I bet half of your "my units aren't moving" topics on the help portion on the forum are because players have no indication that they're out of supplies or gas. This needs improvement. Low priority, but building a requirement of building up military reserves for fuel etc ahead of time to even use weapons seems like a good idea. There was more than a 3 real life week in backlog in military services during the war, so it was just lots of me having to remember to go into EACH COUNTRY AND MANUALLY PLACE IMMEDIATE ORDERS all the time. There are too many small things in the war engine that can ruin your war experience (like no gasoline) that have no real prompts to help prepare you for this. New players might buy 10,000 bombers and think they're ready to fight against a c3, but fail because they don't know they need fuel to actually use their bombers. I am not suggesting removing gasoline etc, but the system is not good right now.
There truly are an incredibly large number of things like this players need to remember - so much so that fighting feels like "checklist warring." Who has done more of the 750 things from the checklist than the other? In one of the 11 countries of mine involved in the war, I ran out of military supplies. This meant my remote depots dissolved, units were stranded, etc. I noticed quickly and fixed this, but my point should be made here. There are far too many little things to worry about. Things need massive overhauls with the intent of streamlining. Assets aside, players who haven't fought PVP before won't have a chance against someone like me. I know the millions of tiny things I need to worry about and they don't. Having to supply yourself is an argument, but it's not fun or profitable. We need to focus on fun, playability, and simple resolutions I think.
I have more thoughts but I've posted enough for now. Feel free (anyone) to ask questions about this. Would love more dialogue on how to improve the war engine since I feel it's pretty bad right now in terms of playability.
there had been many strategies used in federation wars from draining resources, ammo, killing ignoring air def etc. my most interesting time in sc was when air was like now and people were attempting to find some new ways of fighting.