Jump to content

obligatory annual complete war overhaul post


Raphael
 Share

Recommended Posts

This is just me spitballing maybe a trash idea. We scrap beige, scrap war slots, scrap the whole war system. War no longer functions as a fast-paced race to the bottom with resistance, but is instead something the player engages with more directly both offensively and defensively.

 

Overview: The idea would be that rather than having X amount of slots, your country would simply be at war or not be at war. The war itself would be a slower-paced almost minigame where you slowly tick towards either a win or loss - each turn would tick it in either direction. Wars continue until peace is agreed upon or until victory is achieved. Certain things provide modifiers which can increase or decrease your ticking speed.

 

Ticking: The ticking itself would be a simple formula each turn or each update. By default, all parties involved in the war would contribute +1% (of 100) per turn ticking war score. So you could have multiple defenders, multiple attackers, etc. Entire alliances could fight wars together in this system. The formula would looking something like: 1 (the default tick) * number of soldiers + tanks ratio. So the side with more forces would receiver a multiplier based on the ratio of ground forces. So if you have twice as many ground forces, your tick would be 2 per turn while your opponent would only tick 1. So you would net-shift by 1% per turn towards victory.

 

Modifiers: Air support - realistically you're not going to wipe a nation's airforce out in a blitz. Both sides will likely have air support throughout the war. This can be calculated and added as a ratio too, or maybe done differently.

Naval support - similar to air support.

# of nations involved - each nation would count as a new "front" and give a negative modifier to the ticks.

 

Rock-paper-scissors: One of the biggest elements of the proposal would be the active role players could take within a war. Having three options or more that counter the other options would be essential. So example:

1. Order an Assault - If your opponent chooses to retreat, gives a positive modifier to your ticks. If they dig in, it cancels out your modifier.

2. Dig in - Default option chosen if the player selects nothing

3. Tactical Retreat - If the player digs in, gives a positive modifier to your ticks.

And then if both players select the same option, no multiplier or bonus is given.

 

Casualties: Players will suffer casualties to their military just as they do now, but it will happen indirectly while at war. Casualties will increase as the player takes more actions such as ordering assaults or retreats, and they will decrease as the enemy's military is thinned out. A bit of RNG will also be added in at update each night: A chance for a "big battle" occurs where you can suffer or inflict heavy losses based on your current winning percentage. If you are close to losing your war and have chosen to dig in, you will have a higher chance for a "Big battle" where you inflict heavy losses. If you order an assault at the opening blitz of a war, you will have a higher chance to inflict heavy losses, etc.

 

 

Victory or Loss: Since this war system is no longer dependent on running attacks to decrease resistance, beige is no longer a required mechanic. The victors still get loot and inflict their infra damage, but the losers don't need to immediately go hide for a week though their military may be weakened.

 

 

 

All very conceptual and obviously a huge change to gameplay. Just a thought though.

  • Downvote 2
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.