The reduction in the cost of defense, cheaper ammo and cheaper maintenance cost, will make it easier for smaller players to build up a defense.
larger units, we hope, that are quite expensive to build, will reduce the number of units.
Hopefully reduce the complexity of having to wage war against armies with so many units.
This might help, or not.
I did not hear any suggestion as to how to reduce numbers.
Only click complaints.
These are very true, but no suggestions as to how to reduce them, except for automation which will only make things worse. The destruction will make you build even many more units.
To reduce the clicking, we need to reduce the number of targets you need to destroy.
If you have any constructive suggestion to reduce the clicking, offering smaller players a chance to build a strong defense, then we will be happy to hear.
At this time, the prospect of having to click thousands
Hi Andy,
there is only one good approach how to reduce number of clicks which is making units size larger while leaving the same number of weapons participating in attack/defense. this also needs to be done with increasing response range of land units in order to cover bigger land area. you can also limit number of units players could create based on war level.
in the past i had 1 fleet and now i need to have hundreds for the same amount of weapons in total. i would like to have 1 again
another thing is to reduce war index dependency on ground targets destruction but make it more dependent on destruction of military units. it makes more sense as essentially people lose wars when army is beaten.
another issue is standing active armies, it takes a lot of time to get it right and there is no chance for new player to get everything needed from first time. i mean if you are attacked you need to spend hour or a few just arranging defence and contra-attack, getting weapons, resources etc. as it is too expensive to always have active army due upkeep cost. it takes insane amount of clicks per country and for empire it is even worse.
in the past when there were no units it wad simple reactivation of weapons, but now player need to build tons of units and make sure support units are doing the right job, resources are availble.
S
Super Cheese
All worlds
"At this time, the prospect of having to click thousands of times, is stopping you from waging that war.
Nobody clicks 10.000 times.
what you mean is, you cannot win a war against such a defense.
should you?"
Yes, you should be able to win a war against such a defense. Nobody should be invulnerable. A player winning a war through a well thought strategy, proper planning, and through coordination and timing with friends/allies, are the hallmarks of a good war game. It's bad when the thing keeping a nation secure is that fighting them is less fun than watching paint dry.
Your primary complaint with "automation" of attacks seems to revolve around the idea that it will lead to the rapid defeat of a players nation before they have had the chance to respond. An easy fix to this problem (and something I saw suggested) is making war turn based, or at least slow down the rate of attacks. Make it so a na
The number of clicking does not have to reduce the number of targets if you reduce the required number of clicking per target. Hence, it even enables the possibility to increase the number of targets without increasing the number of clicking. Considering extra clicking as desirable because it prevents behavior that is a core element of the game is a counterproductive mentality when trying to improve playability of the game that is way too inefficient due the fact it stems from an 2002 user interface.
If you want war to be not so easy, make sure players have decent defenses. Why dont they have it now?
1 Complexity. And partly as a result of that lack of knowledge.
2 The high amount of effort it requires, aggravated by the inefficient UI.
3 The combination of the 2 above.
And as a result of that many new players just quit. Especially when getting stuck at war or just plain wiped off.
I really believe the game needs to dumb d
in the past attacks were limited per time, but majority of players hated that because after launching very few you had to wait for 5 minutes or so. the idea might work if players are given number of attacks per game month, then if mistakes are done defending player could have chances to regroup or buy what if missing. it could also be that in the first few game months after war starts the number of attacks per game month are limited but in the later months there are no limitations.
i fully agree with neutralsc that initial country and army set up is misleading. army units should be in 330Q, countries should have good indexes and some natural resources corporations. on the other hand players need to learn and fing buddies to explain the overall logic.
G
Gaius Batavius Mattimus
All worlds
The running cost for inactive numbers above is like -250b a month. York typically profits 170b, and is down to -130b now.
As the war game stands now you need those types of numbers of equipment to break a target.
No further comment besides that.
Thank you for the responses.
This really helps.
especially neutralsc and mndz but also others.
We love criticism, especially the non destructive form.
I see here many issues that are spot on and can be fixed quickly.
also some that cannot be fixed quickly.
there will be short term action.
I wonder what you think of the suggestion to end wars before total defeat.
Total defeat sometimes results in the loser coming back to take revenge and many times results in a player quitting.
We would like very much, any suggestion, to improve on that.
I think that profitability is in general OK. but we will reduce the cost of the inactive army and speed up the activation process.
In addition, check the weapons that can be used from base, without the need to be part of a unit.
we will listen to any suggestions on how to improve this and have a war process where both forms can be used, attacks f
Thanks Andy, for always listening and taking actions on what makes most sense.
I have been thinking about this war without total defeat concept for a very long time, not an easy one for sure. Please see the below attempt to resolve it. Other feedback/adjustments are welcomed.
Principles: Defeated countries could be taken under certain conditions but more as an exception
Winner should get bounty for winning war
It should be possible to recover defeated country pretty fast
War Course: - Player declares war as now - no changes
- War index reaches low threshold(e.g. 10) - winner is offered a screen with option to Loot country or Continue the war. Looting means taking part of population, resources, cash. If this option is taken war is ended, country is looted. Country defeated could be given a bunch of boosters to recover fast. War protection would be given for some longe
Lord Mndz That's a brilliant concept. I believe that would reduce the amount of players that quit and also make more players comfortable going into the war game. I cannot stress enough a lot of war begin because people simply wants that countries population and not the country itself.
I'm not sure about this. I see some good ideas, but penalizing the winner by paying compensation and asking for the security council to approve the take over noway. In the last large war on Fearless Blue we saw two presidents spend multitude of trillions in there war. How would that be compensated for the winner? The victor ended up with a country worth nothing. On Fearless Blue I like the idea of being able to pick one of your countries from being destroyed.(War ends at 10%), but only able to change that country every 25 game years. That country would need to pay the winner full compensation for the cost of the war plus a 3 trillion winners bonus. This package could be paid with a very low cost loan say 1.5% interest rate that would be deducted from the loosing countries economy once a profit was being made. The individual country would be protected from war and unable to buy weapons or be involved in any wars until his economy was able to p