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Comprehensive list of suggestions by How Zany from MagicKNight.


magicknight
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Simple Gameplay suggestions:

- Soldiers, Tanks, Planes, and Ships can have different types among them. (heavy infantry costs more ammunition but kills more tanks and can hit planes with Ground Control, Demolition men can increase chance to destroy improvements and does more damage to infrastructure, Gunners are basic soldiers but they actually do more damage to other soldiers than the specialist soldiers like Heavy or Demo, Light tanks kill more enemy soldiers, Heavy tanks kill more enemy tanks. Flak Guns are used for once Ground Control is established, they do more damage to planes, Fighters are planes that kill more planes in dogfights, Bombers kill more tanks and soldiers and ships, Helicopters are your basic planes that are good all around but no specialization, Carriers will give you more plane capacity, but they don't do any damage themselves in naval combat (acts like additional hangars... are extremely expensive to build), Battleships will allow you to target enemy ground once you win a Blockade, and Cruisers will be able to hit enemy planes that are attacking ships defensively so that if the enemy have Air Superiority and start to bomb your ships, your ships can fight back if you have Cruisers. (Overall these changes will give us more flavor and tactical and strategic choices in a war. Ships will also have more roles in combat and won't be as useless as they are. Carriers will become a priority target). 

- Add a LOT more simple and small "specialization" projects that are mutually exclusive to produce branching tech trees:

- The following project ideas involve having different troop types for ships, tanks, soldiers and planes like I suggested above.

- For Naval Units:

"Coastal Bombardment Specialization:" Battleships can bombard the ground units and cause more damage once they establish a Blockade than regular Battleships, Battleships now cost more munitions and does a bit more damage in naval combat as well. This should make battleships hit ground targets harder than even Airstrikes can to make this tech path a worthwhile path. But if you get Coastal Bombardment Specialization, you can't get the other 2. 

"Carrier Air Group Specialization": Carriers provide additional hangar space each but cost extra to build and have higher upkeep costs.

"Cruiser Escort Specialization": All your cruisers deal a lot more damage to air units on the defensive, and they also do more damage to other naval units, cruisers will have increased munitions and upkeep cost. You can only get 1 naval specialization upgrade per nation. Getting one of them locks you out of the other 2.

- Infantry specializations:

"Commando Tactics Specialization": Your Gunners kill 3x more enemy soldiers/infantry. They use more munitions.

"Demolition Experts Specialization" Your Demotion men have double the chance to damage improvements. They use more munitions

"Mechanized Infantry Support": Your Heavy Infantry are now mechanized infantry and they deal 2x damage to enemy tanks. They use more munitions.

- For Tank units:

"Blitz Doctrine": Your Light tanks 5x higher damage to enemy infantry. Costs more gas and munitions to use, and are more expensive to make

"Superior Firepower Doctrine": Your Heavy tanks do 3x damage to enemy tanks. Costs more gas and munitions to use, and are more expensive to make.

"Anti Air Doctrine" Your Flak do 3x more damage to planes in GC and also can do damage to planes when being hit by airstrikes. 

- For Air Units:

"Air Supremacy Doctrine" Your Fighters do 50% more damage to air units. They cost more gas and munitions to use, and are more expensive to make.

"Tactical Bombing Doctrine" Your Bombers do 30% more damage to ground units, in addition they take 50% reduced damage from Fighters. They cost more gas and munitions to use, and are more expensive to make. 

"Air Support Doctrine" Your Helicopters do 15% more damage to everything, and takes 60% reduced damage from everything. They cost more gas and munitions to use and are more expensive to make.

- Then later you could add more to these "tech trees" that further improves the specializations in other ways like:

- IMPROVED specializations (tier 2):

- Infantry:

"50 Caliber Machine Guns": Requires the "Commando Tactics Specialization": Your Gunners now kill 6x more enemy soldiers/infantry. They also use a LOT more munitions.

"Improvised Explosive Devices": Requires the "Demolitions Experts Specializations": Your  Demolition men now deal 2x damage to enemy tanks. They use more munitions.

"Rocket Propelled Grenades": Requires "Mechanized Infantry Support": Your Mech infantry (heavies), are now capable of dealing 3x damage to enemy tanks, in addition they deal 2x damage to enemy infantry. They use more munitions, and now they also cost gas to use.

- Naval:
"Battleship Doctrine": Battleships now take 30% less damage from everything and do 30% more damage to everything (naval ships and also ground strike damage with Blockade). They cost more to build and cost more gas and munitions to use.

"Navy Aviation Doctrine": Planes made from Carriers now have the bonuses from their corresponding Specialization projects. Naval planes cost more to build and cost more gas and munitions. 

"Naval Supremacy Doctrine": Cruisers now have destroyer escorts. Cruisers now do 2x damage to all naval units. They now cost more gas and munitions to use, they also cost more to build.

- Airforce:

"Strategic Bombardment": Bombers can now target Military Improvements. Increases gas costs

"Evasive Maneuvers": Fighters now take 30% less damage from enemy air forces. Increases gas costs.

"Paratroopers": Helicopters now provide additional Gunner capacity. Acts like Barracks, except can only produce Gunners.

I also have tier 3 upgrade ideas for tech tree specialization of units... but I'll hold off on those for now.

- Since I already added unit suggestions where every unit has 3 types... I wanted to suggest a 4th for naval: Submarines. They are totally immune to airstrikes. They do bonus damage to carriers and battleships. They cannot be detected by spies nor sabotaged by them. 

 

Complex Gameplay suggestions/overhauls:

- To remove the need for Politics and Snore page... add into the game an overhaul of how attacking and defending works... by taking into account the DISTANCE between targets. The further away on the global map an enemy is, the longer it takes for an attack to reach them. War declarations are not seen until the first hit lands. Every subsequent hit takes travel time to reach target. This way people aren't just making the servers super busy at Day Change or Turn Change, but rather they have to send out attacks at their enemies based on travel time in order to reach them at a certain time. Sending troops away also lowers their ability to defend themselves while they are away, meaning that the troop "caps" could eliminated altogether and instead have everything be limited only by upkeep costs. Score range still applies. This would alleviate a lot of server load at turn changes and day changes and spread server load out evenly. Furthermore... to make things even MORE smooth. Make turns happen once every 30 minutes. Let us save up to 12 hours of turns like currently but every turn might be only 30 minutes, but MAPs costs might be more refined. This way it will smooth out server load. (I really hate Politics and SNORE page. It makes me want to smash something while I wait, knowing that I could be getting attacked by someone while they get their page to load faster).

- Change how spies and scouting work where the total troop counts of every nation is not shown precisely. Nations can see only an indication of "superior numbers" or "equivalent numbers" or "inferior numbers" as a description on non-alliance member pages, and this makes spying much much more meaningful. Give us all more spy operations in a day. Base 5, and with Intelligence Agency make that 10. Let there be no more spy cap... only have upkeep costs. Spies do not affect score range. Give us a military improvement that allows us to train more spies.

- Make the entire projects tech tree much much deeper. I mean give us more smaller but meaningful incremental projects that are NOT big game changers, but have branching tech trees. This also helps fund the game too since buying credits to reset the 120 turn timer will happen more often hopefully because of this. Make each individual project not big game changing pay to win advantages, but small meaningful ones. Give us specializations like I said earlier that lock us out of other branching options to give us more personalized choices.

Simple Econ suggestions:

- Make land more meaningful in a militaristic way. Winning a war could allow one nation to take a percentage of land away from the loser maybe. Or land could give us more potential access to other resources not common on our continent. Could we have colonies in other continents giving us access to other resources? Could we found cities in other Continents? Maybe that would make buying infrastructure and land more expensive if it is not on the same continent as our capital?! Land right now is just a number that helps balance some basic econ stuff, and helps farming... but it could be a lot more interesting and meaningful.

- Make Taxes from Alliances more specific. Instead of a % tax on EVERYTHING. Maybe give Alliances the ability to tax specific things... This gives us all more overall choice and personalization.

- Economy could have an influence on geopolitics if prolonged wars reduce production of certain resources. War exhaustion so to speak. This can also be counter set by national projects and other things that could make the game more spicy. Right now the only mechanic like that in the game is the radiation factor where nuking enemies cause radiation overall globally and lowers crop production...

- Make nukes more meaningful, right now it is known as a "pride stat" where people take pride in getting nuked. Nukes should be seriously devastating and not just in the infrastructure sense. I think nukes should be able to destroy ALL improvements in a city, lower the population by 95% and cause a severe disease and pollution rating that lingers for a long time. There should also be "fallout shelters" improvements that are immune to nukes and can function as other improvement slots in war times but does not produce or do anything during peace time... fallout shelters = Improvement slots that don't do ANYTHING, but if the city is nuked and all other improvements are destroyed they act as slots that can be used for other improvements.

- Tech could be made more interesting if we have another set of improvements called "Education/Technology" buildings... such as Schools, Libraries, Universities, and Research Labs. They are like Commerce, except they reduce the timer between projects. Instead of a 120 turn timer... make smaller projects have lower turn timers, and bigger projects have longer turn timers, and instead of instantly building a project, you have a research time that it takes to BUILD the project, and these improvements like Schools, Libraries, Universities, and Research Labs could speed that up by quite a bit. This goes along with my suggestion of adding in a LOT more research projects and a lot more branching choices for us to go down.

 

Quality of Life Suggestions:

Just make Politics and Snore go away somehow... buy a new computer? Don't host this game from a laptop? Change turns and how they work? Add distance to the game where attacks take time to land? (possibly giving us more tech options like mobility and movement speed upgrades in projects, radar detection, satellite detection, etc.). 

 

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6 minutes ago, kolka said:

if you were to add those projects then they should have a different requirement to be built than 5k infra

I agree. There should be projects/researches that have separate timers... like I mentioned I think they should remove the 120 turn global timer... make researches take time, but smaller projects take less time, and bigger projects take more time, and research speed to be improved by improvements such as schools, libraries, universities, and research labs.

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