Please list your ideas for all kinds on new terrain here. I like the idea of having a magma type terrain. These can be shortcuts across water areas. The tricky part is while your unit is on it, it loses 1-2 points per turn. So one could get to geographically isolated areas easily, the cost is a few points off your pieces. The bigger the piece the more the damage. So a siege tank would incur two points damage per turn versus a fast moving item like a light trooper.
Also how about changing terrain? Growing map or new trails showing up over time. Would make the game interesting.
hmm, the terrains present cover most of the normal archetypes - forest, desert, marsh, water and grass. Maybe a snowy terrain that slows everything down a little (although please not to 1 square at a time, that's just painful) maybe -1 square from normal speed..
As for attack/defense, I would think infantry would be disadvantaged more by snow.
I think that one more terrain type (snow is a good idea) would be enough. The lava idea sounds a bit too much like a gimmick, no offense.
Maybe a concrete/tarmac terrain type - set up a road for quick movement (I'm thinking through the generic map types in RTS games and after snow types the next to come to mind is city-maps)
snow could open space for a new unit type... some guys in skis could, normal infantary but not slowed down, but rather useless (slow) on all kinds of terrains.
what do you gusy think of shallow water. That could be traversed by many units at the cost of speed and defense (you do not want to be surprised standing in a river with your clothes in your arm after all)
thing is all the special terrains basically do the same thing - lessen speed and defence, generally favouring infantry
with the exception of mountains and some that also reduce attack
Why not some that incur bonuses all round? Or somewhere only tanks can go? Like.. I dunno, sinking sand (tanks spread their weight over their tracks so wouldn't sink).
I like the idea of shallow water.
Perhaps vehicles can have an advantage on hills (which would be distinct from mountains), because they can just vroom vroom over them, whereas infantry would get tired or slow down since they're on foot.
Another idea is something that mech games have: Hexes have different elevations. In Weewar, you could give a slight advantage when attacking downhill.
Or shooting from a cliff edge down at people at the bottom.
If it moved into 3d (like up/down hills, or cliffs) it would be pretty awesome, probably a lot of work needed though to put it in
Of course, it wouldn't be full 3d. Same hexes, just hexes have an elevation attribute, too.
Well, I guess the first thing to do to make such a hills working properly is to cease variations a little, so that the mountains and forests really have the advantage over plains etc. It's just happening far much too often that you lose (or eventualy) win strategic points by a good fate.
I'm also kind of sceptic against varying the terrain into xx different pieces. The one thing the maps are probably gonna look like ladybird or so, and the second and most important with 10 different terrain types the game will probably become slower, maps will need to be bigger etc. (tbh I don't really se a place for a dock or hangar on current 1-1 maps), the same issue concern units, as with 20 different ones it can be probably hard to do anything useful at all.
All in all, I really like the ideas of main road going across the map (if you control the road, you have an advantage - that would be nice) and shallow water. These two are really nice indeed.
shallow waters and roads seem like good ideas!
what about weather? :D
it could suddenly start to snow, rain. after a few rounds the sun shines again. thunderstormes, meteoids are a possibility, too. a mountain could turn into a vulcan and erupt lava which damages the surrunding units.
or aliens could abduct a unit![]()
of course, this should be optional
That's an interesting idea... I think that it's worth mulling over. I think that Wee War currently has a good balance of strategy and chance in that there is some chance in Wee War, but not so much that good strategy can't usually win. I'd be concerned that adding more chance events would make it more of a game of luck than strategy. Perhaps thre could be "seasons" which would make this more deterministic.
Oh, yea. I like the roads idea.
If there were seasons you could practically plan throughout the winter months and build up forces for a quick strike during spirng... all totally ideas lol. very ambitious. but now i am also imagining Weewar3D!!!! :p
Perhaps implement time of day instead of seasons. Vision is obscured at night, etc.
Seasons sound more reasonable imo
Just feels weird that it takes 3 months for a tank to move across a field. ![]()
Yeah but either it feels weird defeating enemy in one week. I was rather thinking to make the seasons change every ie. 8 rounds or sth.
Can you have bridges that can be blown up? Probably getting too complex.
you've played too much C&C ![]()
Nothing wrong with C&C, good games ![]()
Guthlord: I agree that having some sort of change every x rounds would add some good colour to the game, IMO. Just how frequent, and what sort of effects, I'm not sure. Something one could steal from Archon and Wesnoth are that some forces are better or worse at certain points in the cycle; usually good forces are better in the day, evil forces better at night.
What about being able to change terrain? Lay mines, put up fences... hmm would "digging in" comes to mind but that is more a unit feature.
Being able to fortify units in a position would make defending easier, like the sandbags you can put round the GIs in C&C (like I said, good games)
If it gets in it would want to be a 3rd option parallel to move/attack and repair, so you can only do one of them per turn, wouldn't be fair to move a unit into an area and instantly have them dig in.
What about roads? With a good set of tiles roads could add an urban look to maps, yet the tile would count as "road" no matter what it looked like (we'd need lots of tiles to create realistic looking roads that branch and go different directions). Purpose... very little cover and increased speed for vechiles.
Maybe a concrete/tarmac terrain type - set up a road for quick movement
ok.. that is some screwed up stuff.. the point being that I already mentioned roads
I swear I thougth I'd read the thread :-D
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