Map inbalance - Workday Carnage
My apologies, I should have clarified. By unimportant, I meant relatively unimportant compared to the vast number of things I'm sure you folks have on your plate. Fixing one unit on one map that only has an effect in four-player games is obviously not the same priority as getting pro subscriptions online or improving server stability and performance. Thanks for the reply! ![]()
Posted 30 Oct 07 in Weewar
Hey, don't knock Excel. ![]()
I started working on something very similar to this back when we first started trying to understand the combat system but gave up in frustration when none of the values and formulas provided on the specs page made sense. Now with the updated specs page, I'm glad to see things actually work out correctly. ![]()
As an upgrade, version 2.0 of this sheet should take into account the simultaneous attack bonuses.
Posted 26 Oct 07 in Weewar
Calculating points at the start makes the most sense, since it provides a consistent reference point to the skill levels of both players. MM's idea about depositing points at the beginning of the game is basically correct; you just have to allow players to 'ante' different numbers of points based on skill level. At the start of the game, compare ratings and calculate how many points are gained/lost for each player from defeating/losing to every other player. Freeze those values and award points as players are knocked out.
Posted 26 Oct 07 in Weewar
@Streen-
"I dont think the use of "its" should be promoted in the first place. A more corect and satisfying way of saying it would be: "It is not your turn". "Its" should be used in spoken and casual english, but not in formal written."
it's = 'it is', a contraction of two words, like he's (he is) or can't (can not).
its = singular gender-neutral possessive pronoun, used to indicate ownership, like 'his' or 'ours'. "The business was unable to find a market for its product and was forced to close."
This is similar to the common confusion of you're (contraction of you are) and your (singular second-person possessive pronoun), probably the most rampant error on the web today.
I agree that contractions should be avoided in formal writing, but when are forums ever formal? ![]()
Posted 25 Oct 07 in Weewar
The current unit type system is a confusing mishmash of simple (soft/hard) and complex (air/speedboat/sub/etc). It's been an amusing progression from the early system of soft-vs.-hard to including family types such as air and boat and finally the 'outlier' unit-specific cases of speedboat and sub.
Honestly, I like the trend toward each unit having a specific armor type, or more accurately, that every unit has a full table of what it is and isn't effective against. A compromise system like what Pistos mentions would also be superior to the current arrangement.
Posted 22 Oct 07 in Weewar
You can prove it analytically in many cases (i.e. identify an unstoppable strategy that leads to significant positional/resource advantage for Player 1). In general, any symmetric map with a central objective will have this problem, since Player 1 can always get there first. This is a known issue that needs to be addressed either by map design (avoid scenarios where one person can take and hold an important area without contest) or by map balancing (provide resource/unit advantage to later players).
It might also be worth investigating changes to the capture mechanic. Presently, any infantry can initiate the capture process, and neither unit health nor enemy attack plays any role in the capture time. As such, infantry rushes reward Player 1, since later players usually cannot bring sufficient resources to bear in time to stop the capture. This could be modified such that weaker units or units under enemy attack take longer to complete a capture.
Posted 30 Aug 07 in Weewar
Heh, none taken.
Honestly, I'm not looking for an Advance Wars clone. If I want to play that, I'll go play Advance Wars. I'm interested in what Weewar is going to do differently. At the same time, we can use lessons learned from other games to influence overall gameplay (based on whatever the developers are looking to achieve).
Posted 29 Aug 07 in Weewar
I'm with Slugthog and Super-King - an output matrix would be awesome. There's a separate conversation going on over in 'Weewar specs' trying to understand the combat mechanics if you want to go take a look. We've got the basics down, but there are some unresolved questions about the distribution of possible outcomes and the effect of surrounding units that still need to be answered.
Posted 29 Aug 07 in Weewar
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