V6 ideas and suggestions

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Phailak
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Re: V6 ideas and suggestions

Postby Phailak » Fri Apr 28, 2017 6:37 pm

Liking this a lot, keep 'em coming

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Knuckle
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Re: V6 ideas and suggestions

Postby Knuckle » Tue Jun 06, 2017 4:02 pm

Ok so here's my thoughts and I skimmed through the thread and didn't see anyone really address the support layer. Here's my issue with it in the current state. You have a layer that is not a win condition for the game, that has mostly abilities that protect that layer or attack that opponents non win condition layer. What you have to do here is quite simple. Make support commanders skills more powerful and more focused on effecting both layers or the melee layer. Since command affects troop count, you could make this really create a new type of strategy in the game. For example, support layer skills could be 2x as effective as melee layer skills, so that your opponent is truly punished if they choose not to attack the support layer, while still maintaining the win condition of taking out the melee layer.

The other issue would be to extend the duration of battles. The fact that there is only 6 turns to wipe out the melee layer creates a major issue that basically forces you to ignore the support layer. If battles were, say, 12 turns, it could make more sense to focus attention on the support layer first.

A third idea would be to eliminate the support layer entirely, and create 'support skills' that are more powerful, but require officers to forego a large troop count. For example if I wanted to make a ING specialist who had some really powerful sabotage skills during the battle, to use those skills that commander has to forego his troop count as he is running a solo mission behind enemy lines during battle. -OR- using those skills applies a flat penalty to that commanders troop count since he is not there to guide them.

TLDR: Support commanders currently are messy and dont feel synergistic or important, the way a high command officer with might/com skills does, and also lacks importance in combat by necessity.

1. Make support skills 2x as effective to force attention on support layer.
2. Extend battle duration to give players the freedom to ignore melee layer for a few turns since 6 turns for a melee layer wipe win condition is borderline suicide to ignore that layer.
3. Remove support layer and beef support skills at the cost of troop effectiveness for that officer utilizing support tactics during combat turns.
The Tibetan Wanderer 96-19-17-42-70 Aid 2, Discipline 1, Encourage 2, Raid 1, Rupture 2, Support 1, Wall 1

RIP Rah-Ky 65-60-60-75-57 Barrage 1, Barricade 1, Delay 1, Drafting 3, Haste 1, Poison 2, Rupture 2, Support 2, Administration 3

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Guardian Arrow
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Re: V6 ideas and suggestions

Postby Guardian Arrow » Tue Jun 06, 2017 7:28 pm

I definitely agree that the support/melee is imbalanced. I had at least four officers that would've been strong Support commanders that last battle but only dared use two because there is basically no reason to have more than a small Support layer anymore. Early in the game when Support layer was doing massive damage, I noticed it; but I thought it was intentional, to give people a reason to make use of it even though Melee is your HP. I don't think its damage needed the nerf it got, maybe a little toning down. It doesn't feel like the support layer has any reason to exist other than penalizing people who lack in officers and thus can't field a leader for each.

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Re: V6 ideas and suggestions

Postby Phailak » Tue Jun 06, 2017 9:01 pm

We can maybe tweak it, the idea of support is the damage is less dependent on total troops like melee and you also have a chance not to get hit in it while still providing more chances to hit stuff like morale and supplies.

Might consider bringing back routs through morale and supplies to keep folks honest, we'll see

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Wrath
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Re: V6 ideas and suggestions

Postby Wrath » Wed Jun 07, 2017 10:27 pm

I would like to see the turn change be a bigger event in terms of randomness. Either provide an action that allows for random good or bad things to happen, or make it so it can happen to anyone randomly. e.g. Find random items, stumble upon a quest, find an old item and try to fix it, suffer an injury that causes a permanent stat reduction, etc. Making the game less predictable is always good.

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Re: V6 ideas and suggestions

Postby Phailak » Thu Jun 08, 2017 3:46 pm

Wrath wrote:I would like to see the turn change be a bigger event in terms of randomness. Either provide an action that allows for random good or bad things to happen, or make it so it can happen to anyone randomly. e.g. Find random items, stumble upon a quest, find an old item and try to fix it, suffer an injury that causes a permanent stat reduction, etc. Making the game less predictable is always good.


Got it, more random craziness, I can do that


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