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    I compiled together what I thought were decent suggestions from my own brain, from discussions in the last few months on Tangler, and from the Weewar Wiki suggestions page, ranked by what I think is most important *within each group*. Feel free to discuss or debate or reply with your own suggestions!

    Suggestions

    • *** Map editor! =) ***

    Little (easy-ish?) things:

    • Starting player tutorial page / send a link to a tutorial page in the invite email
    • "Remove permanently" and "Move to archive" buttons on HQ page
    • Option to change default on/off of "Your turn" email
    • Option to change default on/off of "You have been invited to a game" email
    • Ability to reset user image to default image
    • A page with map preview pages somewhere in-game (in addition to wiki)
    • Fix navigation issues (see http://www.weewar.info/weewar/show/navigation for details)
    • Chat timestamp / user online status in chat
    • Login page cursor starts in username textfield
    • Clicking entry on ticker goes to game page (hard to click the link in time when you're reading the information on the other side of the screen -- or maybe I'm just slow)
    • Pause ticker button

    More game options:

    • Invite some to a game and leave other slots open
    • Over time limit = pass option
    • Fog of War, with On/Off option
    • Rated / Unrated games
    • Configurable player colors / order of players
    • Configurable conditions for surrender (no units left, no bases left, both)
    • Configurable income, other options (heal rate, capture rate)
    • AI robot
    • AI takes over abandoned players
    • Scenarios
    • Map filters, e.g. only players >= 1600 rating (could do manually)

    In-game functionality:

    • Team functionality (no ZoC on team units, cannot attack team units, team chat)
    • More unit balancing (cost of battleships, subs, others?)
    • Better / more informative inspector (possibly basic inspector as default and option for advanced inspector)
    • First-turn advantage handicap (smaller starting income?)
    • Display available units
    • Heal all remaining units option
    • Game stats, Map grid/coordinates (done by greasemonkey, could be incorporated)
    • Stats (how many) of moved/unmoved units
    • Lowered income for bases being captured

    Map features:

    • Allow more players on a map
    • Neutral units
    • New units, terrain, abilities, sounds, etc.

    Other:

    • Improved API
    • In-game private messaging
    • Tournaments (could be setup externally, like by WWPA?)
    • Matchmaker system
    • RSS feeds for games
    • Bookmarkable games

    Spelling/grammar

    • Amphibic is not a word... => amphibious (unless that was intentional)
    • Help page: first question "i" => "I", "ONce" => "Once"

    Bugs

    • Online status not working correctly
    • Signing in / Session issues (if I'm logged-in in one tab, open another tab, and go to weewar.com, I have to login again)
    • Replays

    2007-12-16 18:29:40.0

    good idea.  I added a few things:

    • the ability to self-destruct/recycle a vehicle... for when you won a small battle on one side of the map but it would just take too long to move your heavy tank all the way over to the action on the other side of the map.  So, just blow it up and you should be able to recoup some of the initial costs.  Would also be useful for those noobs who build hovercraft in the bases on the Lakes map that are surrounded by woods.
    • new unit: engineer.  One thing I'd like to see engineers do is to be able to build bridges.  I think this would bring a whole new element to maps like Narrow Path.
    • have a new player's first game be against an AI that is actually set up to be a tutorial.  I.e. the AI is rigged to always do the same thing and let the player win, but the tutorial will tell them what to do to win.   Then if the new player some how loses, their IP will be forever banned from weewar.com! Tongue out    No Weewar for you!!!!

     

    2007-12-16 19:14:26.0

    Sounds cool. The first two go under my bullet for "New units, terrain, abilities, sounds, etc." which I don't find too important because I think gameplay is fine the way it is, minus some balancing issues (they would still be nice/interesting though). Your last one sounds good (except maybe the banning =P). Maybe for the time being, someone could make an AI bot that constantly has an open game called "Weewar tutorial for new players" that does what you said.

    2007-12-16 19:58:39.0

    The ability to marshal ones forces before attacking would be really nice.  So if I have a tank at 5 with a tank at 10 behind it against a heavy tank, I can move the tank at 5 to the side, move in my tank at 10 and attack, then attack with my tank at 5.

    2007-12-17 11:01:50.0

    Oh yeah, and auto-repair for units that aren't moved.

    2007-12-17 11:04:47.0

    Yeah, +1 to ye Winter, being able to move, then do something else, then come back and use my attack later would be great.

    Maybe also move half the possible move distance, then move some more later

    I know some of this comes down to planning your move in advance (not necessarily a reason against - I don't play Weewar in quite the same way as I would chess), but there are some situations where it's very close quarters/small area to maneuver in when it's not possible to do quite what you want because your own units are in your way.

    2007-12-17 11:05:03.0

    there are some situations where it's very close quarters/small area to maneuver in when it's not possible to do quite what you want because your own units are in your way. -  Thats just part of the game. Its like the 300 spartans. in close  quarters numbers count for nothing.

    2007-12-19 09:25:52.0

    Unless you have a couple of zerks up front with a wall of DFA behind them - then you can really bring your numbers to bear on whatever hapless individual is at the front of the enemy lines :P

    2007-12-19 11:26:52.0

    spadequack: Thanks very much for compiling the list.  Hopefully that will get the devs working sooner on some of the things.

    +1 on being able to break up moves, whether multiple sub-moves, or move-then-attack-later.

    2008-01-03 16:57:25.0

    Back in the old days playing on board games, like Squad leader and the like, there was a random probability to hit with artillary the further you got from optimum range. I really think this would add more realism and could influence the game favorably. For example a HA with a range of 3 and 4 would hit 99% of the time at range of 3 but at a range of 4 it might only hit 75% of the time. The shot might not be lost entirely as the fire would drift on hex adjacent, and if any units are there they would take the hit. Just another of my 2cents worth on unit enhancements, lol

    2008-01-05 06:03:43.0
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