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Напишано од Guest, 11.09.2011 at 11:12 late joining
- late joining as standard setting makes non-premium players victim of trolling late-joiners
-> make non-premium members able to modify the maximum-joining-week
Non premium members CAN modify joining week.
Напишано од Guest, 11.09.2011 at 11:12 -> forbid attacking each others cities in turn one (peace in turn one which turns into war if no sent and accepted ally request)
I am not sure, but i think that starting in peace would make the things even worse.
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Vanilla Xow 1234 Корисникот е избришан |
Vanilla Xow 1234 Корисникот е избришан
Rep in forums added as suggested by Houdini in this thread: http://www.afterwind.com/forum/topic.php?topic_id=2730.
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"personal chat-rooms
- coalition chat is nice but sometimes you want to speak with a group of people
-> add a function where players can create chat rooms, where the host is also the mod and can invite/kick players"
With many new players, the lobby can get really messy and this would make things much better.
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SuperiorCacaocow Корисникот е избришан |
SuperiorCacaocow Корисникот е избришан
Напишано од Caulerpa, 25.02.2012 at 10:47
With many new players, the lobby can get really messy and this would make things much better.
This.
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Lord Dark Knight Корисникот е избришан |
Lord Dark Knight Корисникот е избришан
I really like the Elo Rating and rated 1v1 system because it can really put a big boost on people playing this game and after they will want to get premium giving AW a lot more funds!!!!!
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I agree with making the tank General stronger, on serval occasions while using this strategy I attack a neutral city with tank force equal to that of the numbers if infantry, and I just bearly win,and sometimes lose. example attack city with 9 infantry units in it with 9 tanks and only one tank survives. Now if they have two more infrantry units inside that city and that happen, that would be alright.
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example attack city with 9 infantry units in it with 9 tanks and only one tank survives.
I find this weird mainly because if you look at the stats for the 2 units tanks win on the offensive. (by alot in more numbers too) Unless PD that is though then they lose because +defense added when tanks attack.
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I like stuff.... Yay?
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Напишано од Deray YG, 27.02.2012 at 08:14
example attack city with 9 infantry units in it with 9 tanks and only one tank survives.
I find this weird mainly because if you look at the stats for the 2 units tanks win on the offensive. (by alot in more numbers too) Unless PD that is though then they lose because +defense added when tanks attack.
They could make it that the bonus to the attack is added after the roll. So, say a bomber in SM has 6 + 2 in attack. The current system rolls between 1 and the max, 8. The way I propose, it would roll between 1 and 6 and then add the bonus, so technically it would vary between 3 ~ 8 for SM bombers.
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Напишано од Mahdi, 23.11.2013 at 20:30
I don't consider the phrase "massive fag" to be an insult. Mods did.
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Mfw this thread is months old and we still have neither Elo nor no-first-turn-attacks. Bad feel.
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SuperiorCacaocow Корисникот е избришан |
SuperiorCacaocow Корисникот е избришан
Removed
blocking the creation of walls
- since the nerf of the old wallglitch it is possible to prevent the creation of a wall before he was even made, by placing a bomber near the expected city
- walling is an important part of strategic planning and walls should only get destroyed, not hindered
-> remove the possibility of blocking walls which do not even exist
since 'wallfucking' became pretty much part of the game.
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Напишано од ncmbad, 16.09.2011 at 14:47
Railways
Railways would be stationary land transport units, available through upgrades, enabling rapid movement between cities with no penalty upon a unit's movement that turn. They would resemble a line connected between two cities, with units be able to move through them to other cities. An important aspect of the railway is that it requires abundant reserves of money to create and maintain, and can only be created between cities on 100%+ income.
Statistics
Name: Railways.
Attack: 1.
Defence: 2.
ARB: 3.
HP: 7.
Range: N/A.
View: 16.
Capacity: 15 (can be improved through upgrades to 20).
Cost: 500.
I support the idea of railways and trains. I really need them for historic scenarios like 1866:German War.
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