作者: Ivan, 08.12.2010 at 09:00
作者: TP_MLD, 08.12.2010 at 08:23
That's right. The game, as is, has a simple, clean, elegance. Perhaps the only thing it needs is more purchasable updates - but that should be it.
I don't believe the game has reached perfection just yet There's still a lot of room for improvement.
作者: Amok, 06.12.2010 at 09:20
作者: TP_MLD, 06.12.2010 at 09:15
That would be me. Bug report was filed. It involved a sea transport on the beach.
Could you please explain it in a bit more detail?
What happened to the transport before it became 0? Did you simply anchor it and it became 0 on the next turn or was it something not that trivial?
作者: Cpt.McBob, 04.12.2010 at 11:53
I got here from Reddit. I saw the post, read the comments and decided to see for myself...I was very doubtful that somebody pulled off a good RISK-like game online [cuz I've tried them before and didn't like them]. I tried it for myself...and well I've already spent hours playing.
I like it...my only problem is that it's missing RISK's unintended but vital [for fun] social mechanic where people ally and usually do against the biggest player. I've allied in game...and my last one was against the biggest player. But a lot of players don't want to ally they just want to kill of the smallest or newest players for some quick SP. In RISK being a big giant makes you a target...here that can happen but I dunno.
作者: Ivan, 01.12.2010 at 08:20
作者: TP_MLD, 01.12.2010 at 08:12
...
2. Player-level setting: ignore militia when dragging a stack out of the city
We're already working on this.
作者: Ivan, 03.12.2010 at 03:22
Yes, we are aware of the problem. We're working on introducing some automation - mostly in buying units.
作者: Nethest, 29.11.2010 at 16:28
Are people allowed to run these huge deficits? I never tried to purchase beyond a negative balance. If this is true, then there should be a huge penalty for running a deficit. maybe a 5% loss of troops per round in each city until its neutral or a positive number.
作者: Ivan, 01.12.2010 at 05:33
We hear you, people. Hence we decided to make some alterations: http://afterwind.com/events/news_comments.php?news_id=11 (read the 0.917 part)
作者: Blah64, 26.11.2010 at 09:23
This will help with short turn games. I've noticed that when playing on the whole world with 3 minute turns, into turns into an RTS when empires collide. Whoever can get more clicks/minute wins.
Just yesterday I was playing a game where when I was fighting someone, I was winning the war mostly because I could get out more units and get them where they needed to be than he could within the 3 minutes each turn,
作者: Blah64, 30.11.2010 at 01:44
作者: Dogbrothers, 29.11.2010 at 23:34
1) Random Start -- Very simple, instead of allowing players to choose their starting country, it is random.
This could be balanced by having the game choose multiple countries up to a certain $ cap. for example if the cap were 10,000, player A gets one country worth 10,000 while player B gets two countries, each worth 5000. The randomizer choses and re-choses with these constraints until its is as close as possible to the cap.
I like this idea, it sounds like it would make some fun games.
作者: Ivan, 15.11.2010 at 10:42
作者: TP_MLD, 15.11.2010 at 09:22
It would be an improvement if bombers cannot take cities. The same for submarines, transports (air/ground) unless filled, battleships. In that case the above problem will not arise. The only only plausible stealth strategy would be stealth bombers to clear the city followed by marines.
Coming up in the next update (at least for planes). Stealhs being overpowered has been fixed a while ago.
作者: Blah64, 06.11.2010 at 01:42
作者: Promonex, 05.11.2010 at 16:33
After kicking out three players in the first 10 rounds, I'd like to stress this point again. Started in Turkey with 50k cash, built 20 stealth bombers and took the first opponent out in the second round. Now if you think that stealth bombers are not imbalanced, how about this idea: make it visible which upgrades the other players have unlocked. Don't necessarily show which strategy they are using, a simple list of upgrades should reveal all the possibilities, so that one knows what one can expect and adapt to it accordingly.
Normal Stealth fighters aren't too overpowered I think. They are really expensive, don't have the range of bombers but only have the power of bombers.
It's when you use Sky Menace that Stealth bombers become super weapons. I've had a situation where 60 Stealth took out 150 infantry in an attack on a city. And being so much cheaper than normal, they are easy to get out. Then being stealth, it's easy to move them into position to attack.
While I have Sky Menace, I don't see any reason to use any other unit type.