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Ogólna dyskusja » Szkółka Niedzielna » Go to message
Po ruchu sapiens:

Supras poświęca swojego marine, żeby dostać gang-up bonus +2 i zabija mi garude. Cofa się i buduje swoją pozycję nowymi marines. Nieco przyoszczędził i pewnie w następnej rundzie wystawi helikopter lub 2 x marauder.
No nic, muszę atakować, chociaż pozycja nie jest idealna, a odsuwając się nie będę mógł doskakiwać na bieżąco nowymi jednostkami.
Ruch khral:

Wolałem oszczędzić helikopter z 1 hp, bo jest nieszkodliwy, a na bazę medyczną raczej na razie nie wskoczy. Po tym ruchu praktycznie skazuję na śmierć 600-700 moich środków, ale mam nadzieję je zamienić na wrogą bazę i zwycięstwo
Naturalnym kandydatem do wybudowania byłaby garuda 'celująca' w potencjalny helikopter który może ochronić górną bazę sapiens, ale underling i osa wydają mi się lepszym pomysłem. Poranić, zmęczyć. W sumie chyba najlepszym rozwiązaniem dla khral jest być wielkim rojem tanich jednostek
Po tym ruchu raport wojenny 1500 do 1000 na moją korzyść.

Ogólna dyskusja » Szkółka Niedzielna » Go to message

Po moim ruchu. Ustawiam sie dosyc agresywnie, chroniac swarmery bedace trzonem mojej armii na srodku, tak, by jak najmniej oberwaly. W zamiarze mam zmusic sapiensa do lekkiego cofniecia sie lub ataku na mnie.
Ruch suprasa:

Wg mnie jest tu pare bledow, i w zasadzie przyjmuje optymistycznie, ze od tej pory bede przewazal. Co tu poszlo nie tak?
Supras zaatakowal 'masowo' marauderami, liczac na jak najwieksze obrazenia, ale nie wykorzystal ich najwiekszego atutu i nie cofnal sie po ataku. Teraz stoja opuszczone w srodku lasu i tylko czekaja, az ktos je zniszczy Kupil tez od razu dwa kolejne, aby zastapily te, ktore zaraz znikna, ale na pierwszy rzut oka widac, ze brakuje tu marines, ktore moglyby blokowac obrazenia i posuwac sie powoli do przodu, scinajac swarmery i garuda. Warto tez powiedziec, ze wiekszosc obrazen poszla w underlingi (3 zabite), ktore tak naprawde sluzyly raczej jako tarcza, natomiast dalej mam czym zadawac obrazenia. Zginal tez jeden swarmer.
Nastepny ruch khral:

Zadaje jak najwieksze obrazenia, starajac sie wciaz nie przekraczac srodkowej linii, aby 'doskakiwac' plynnie nowymi jednostkami z pola. Swarmery wciaz chronione z tylu. Mam tez zdecydowana przewage w powietrzu, wiec produkuje wiecej underlingow aby w ten sposob zmusic suprasa do budowy helikoptera (i nie doposcic do spamu marines).
W raporcie wojennym pozornie niemal wyrownane, 1050 do 750 dla khrala po tym ruchu.
New Feature Request » Upcoming new Terrains » Go to message
As for some new ideas.

TERRA INCOGNITA tile.
It randomly changes into forest / swamp / desert / 'clean' tile (not mountains!). It would be super awesome for tourney maps.

LOCAL NATURAL PHENOMENA (it could look like a rainstorm, or snowstorm, or magnetic storm depending):
regular boring tile, but prevents ranged attack on it. Only close combat.
New Feature Request » Upcoming new Terrains » Go to message
Great news Xavi! I'd like to share my thoughts.
  xavi wrote:
CITY: give half base income if unit stands on it, can not create unit, D- for all units
BRIDGE: all units allowed, A=/D= no bonus on attack or defense
REEF: amphibian: A+/D+, aquatic: A-/D-
OCEAN: amphibian/aerial:forbidden, aquatic:allowed,D-
CLIFF: A terrain that denies ground heavies to directly go through it. Ground Lights can go directly through it, but at an increased mobility cost. It gives no terrain bonus.


GREAT IDEA with the city tile. Adds a whole new depth to some potential maps. However, I'd like to present a little different idea for comparition.

1) change the name of city tile/concept to INDUSTRIAL tile. It would be important point for economical/military reasons and therefore it'd be more logical to produce income.
2) Half is probably too much often, it would be fun as well to set a stable number, I think between 10-30 / a turn.
Reasoning:
the most balanced maps currently has income of bases between 75 - 125 / turn. Half of that is somewhere between 30-50... which is too high, in my view of things. I imagine these tiles to be larger in numbers and far more fragile to hold, so it'd be better to make them less important.
3) Add an actual CITY tile as well. It's great conceptually because it could hold everything no tile now has. Which is (properties for 'other' city tile):
- lowered only attack, not defence, for every unit (combat is harder and longer there)
- lowered slightly (-1) defence for aerials.
and finally, last but nt least:
- momevent cost of aerials = 4, not 3. Only bases has it now, and it complicates things.

...anyway, I love it!
New Feature Request » New ways to get or earn Uni-coins » Go to message
AD. 7.
I propose to make it differ depending against whom do you win, because high-level players tend to move much slower and it's obviously more difficult to win against them.

also I'd like to propose AD. 4 - daily activities.
There could be optional 'display ads' function inside profile that increases your daily uni-income
Ogólna dyskusja » Szkółka Niedzielna » Go to message
OK, nie jestem zbyt dobry w dlugoterminowym planowaniu, ale wrzucam jak to na moje mniej wiecej wyglada.

No wiec po pierwsze srodki, po zdobyciu 3 baz kazdy gracz bedzie mial 375 kredytow/ture. To jest dosc duzo i chyba troche faworyzuje sapiens. SAP moze np w 2 tury uzbierac na helicopter + marauder, a KHRAL na 3 x swarmer.
Mapa jest mala i mozna ja z grubsza podzielic na 3 rozne terytoria, co tez uczynilem (he he he). Centrum to idealna droga na wprost dla sapiens zeby uderzyc marauderami. Moze sie nimi potem rownie latwo wycofac (po zabiciu paru wrogow) i zyskac przewage. Jest tam tez duzo punktow medycznych, na ktore moze wskakiwac helikopter. To niedobrze dla KHRAL, bo zazwyczaj nie udaje sie zniszczyc w konfrontacji heli, a jedynie uszkodzic, wiec trzeba bedzie tych punktow jakos sensownie pilnowac.
Lasy z pojedynczymi gorami w srodku, wiadomo, bedzie o nie wojna. Jesli KHRAL pozwoli sapiensowi zajac gory, z ktorych marine bedzie moglo uderzac z bonusem na jednostki latajace, to przegrana mam w kieszeni. Za lasami jest jeszcze boczny 'tunel' rowninnej przestrzeni, ten tez trzeba miec na uwadze.
A, no i jeszcze tak sobie pomyslalem, ze sapiens bedzie mial przewage w szybkosci na tej planszy, ale tylko wzdluz (prostopadle do frontu). W poprzek latanie gromada swarmerow i garuda pomoze troche khralowi, wiec bede sie staral postawic w miare stabilny JAK NAJSZERSZY front.

;-D

No to buduje zmutowane mrowki, z mysla o tym zeby oslonic nimi przyszle hordy swarmerow.
General Discussion » Uniwar Archive of Brilliant Matches » Go to message
I couldn't find similar topic, and this is weird. Let's bring it in the brilliant/interesting games you recently seen.
New Feature Request » 4th Uniwar Race » Go to message
  Apercent wrote:Was laughing my butt off at that Bambi picture. What do you mean by the drone -3 numbers? -3 to all stats or -3 to its health? I really like the scrap collector ability btw.

I like the rogue but I'm not sure why it needs to cost 300 lol. That could qualify for a 250 unit

I can't find anything else wrong with this race it's a really unique and decent concept . Although I'd recommend putting more spaces in between the stats so it isn't too hard to read


-3 health. If it bribes unit (marine for example) which has 7 hp, it has 4 hp now. But it can bribe all units. I don't see another way how new race can correspond with this triple system we now have.
Stats are not wuite important as we can't really tell how they would look like after few balances, don't we?
Thanks guys for appreciation.
New Feature Request » 4th Uniwar Race » Go to message
Unit #7 - ship
STORMSTRIKER (700)
This is a submarine, it can bury like underling (but undetectable). In water. And then come out and gain benefit in direct attack (range 1)
Mobility: 16 (half after going underwater) FoW: 5 Repair points: 1 Defence strenght: 10 Attack range: 1 VS light 12, heavy 11, aerial 9, aquatic 16.

Special ability: yes
New Feature Request » 4th Uniwar Race » Go to message
Unit #3 – cheap heavy (250)
ROGUE (300)
Mobility: 14 FoW: 5 Repair points: 1 Defence strenght: 6 Attack range: 2 VS light 8, heavy 4, aerial 4, aquatic 6.
[motorcycle with shooting alien pirate, yay. Fast ranged unit, but fragile. Something between speeder and swarmer]
They look like that, only not humans: http://images.junostatic.com/full/CS387907-01A-BIG.jpg
Unit #4 – medium cost heavy
SUNEATER (350) - flying
Mobility: 8 FoW: 3 Repair points: 2 Defence strenght: 7 Attack range: 1 VS light 9, heavy 6, aerial 10, aquatic 8.
[high damage hovercraft, but weak defence. Good vs aerial. As for cheap model derrived from eclipse, it’s a bestseller for intergalactic pirates ]
Unit #5 – tank-like
SCRAP TANK (450)
Big ugly thing that hardly rides. But man that healing points! Better kill it at one attempt.
Mobility: 6 FoW: 1 Repair points: 3 Defence strenght: 11 Attack range: 1 VS light 10, heavy 10, aerial 6, aquatic 9
Unit #6 - artillery.
(or maybe anti-artillery)
SHADOWBINDER (600)
Slow riding, central-army must-have equipment tower. It projects distortion waves and makes ALL units at the range of 1 (6 hexes and itself) IMMUNE against ranged 3+ attacks (so swarmer and eclipse and rogue can still attack, as well as wyrm at the range of 2.
Mobility: 6 FoW: 3 Repair points: 2 Defence strenght: 9 Attack range: 1 VS light 6, heavy 2, aerial 4, aquatic 2.
New Feature Request » 4th Uniwar Race » Go to message
Hi boys and girls So you inspired me to have a little fun and make a sketch of my own new race. Don’t expect to be introduced (well i don’t expect to any new race be introduced at all) but hey, maybe someone will feel inspired by it or just have a little fun imagining it.
Anqorians
Neutral cosmic race of humanoid aliens, with inteligence, technology and life force nearing sapiens. They are mecenaries pirates, serving nobody or anyone who pays, depends on situation. Anqorians are fond of claws and teeth, which embodies for them the power of nature and lone huntsman vs hostile world ethos. Claws and teeth everywhere. And trophies. Sapiens shrinken heads, khrals stings, that lever from titan’s power engine generator. You get the picture.
Here is how i imagine they may look like:
http://3.bp.blogspot.com/-Mvx-p2P1Cxc/VkJwgreNCoI/AAAAAAAA1Hg/hGBYkJ27A5U/s1600/bambi_vs_alien.jpg

Why we need them at all? They bring bunch of new strategies on the table. We know how it goes, saps are strike and run kind of way, khrals are all into large self-protecting groups of cheap units, titans Tyrells sit and wait, growing strong. Anqorians are thought to be into separate groups of units protecting itself and it’s centre, medium-expensive, oriented into good placement and dirty play instead of open conflict.
This is quite difficult to fit them into current model where we have 3 races, all countering one and being countered by one other (especially transformed units and abilities), but here it goes:
Unit #1 – light infantry
PLUNDERER (100)
Mobility: 9 FoW: 3 Repair points: 1 Defence strenght: 6 Attack range: 1 VS light 5, heavy 4, aerial 3, aquatic 3. Special force: sneak – use on hostile unit. If the tile directly behind that unit is free, jump there.
[so basically good defence primary unit that can break enemy lines by jumping behind their back]
Unit #2 – healer
DRONE (250) - flying
Mobility: 7 FoW: 2 Repair points: 1 Defence strenght: 1 Attack range: n/a. Heals x2. Special force: bribe. It converts every other race’s basic unit, simply switching it’s allegnance and color, as well as reducing it’s numbers by 3 (but not less than 1). Special force: SCRAP COLLECTOR. It creates a field of 3 hexes in every direction and gathers 10 credits for EACH unit that dies on that field during your turn.
[it is FLYING, so quite unique, more expensive as well]
General Discussion » Undo vs FOW » Go to message
UNDO does not remove FOW.
I think that you mean some sort of open map in the beginning, with low unit count still, when you can just roll ahead with marauder or teleport 2 mechas with different combination to have all map visualized. Fine, then FOW is reduced, but why SHOULDN'T IT BE? Open space, clear front, more realistic and strategically correct is then that fow is not a problem. Why you wanna remove it? So your enemies woudn't see if you built helicopter or tank? But how can somebody play well if he doesn't know and must contr-build unit in random? That's what you want? More randomness?

FOW is quite powerful weapon, if used correctly. A player can block your movement with frotline-set units, and then hide everything behind it. Especially powerful FOW is on water tiles, because it prevents mecha/underling/light units scouting. FOW finally cheatss on your brain, and even that you KNOW what's behind, because you checked, you play more uncertain and calculate much longer, because you don't have it visualised.

EDIT: but i agree if you suggest that units demant further change in visual ranges.
New Feature Request » ZoC/Territorial Line and ZoC Mechanics » Go to message
But... why? Can you explain more widely your thoughts maybe?
New Feature Request » Quickmatch » Go to message
  TheDragon wrote:This should only be a 'live' game vs our regular 'semi live' games we have now.

I think quick move game option would be good (with a warning screen before starting that it's a timed 'LIVE' game (so those that don't have the time) will know

The LIVE mode should also disable the 'jump to next game' feature as that will slow it down as well.

Biggist issue with time limits is that too many new folks with only 4 gaming slots think that 3+ player games should be as fast as the 1v1 with bots. So they are stuck with 4 slots that don't move and get board, and either quit (screwing up the game for the other players) or leave uniwars (also screwing up the game for other players.

I've completely stopped any random pickup multi player games because of this (garanteed to loose 1/3-2/3 of players within the first 5 moves) so whats the point of joining it even if it's a good looking map.

There should also be a warning message to newer players that joining any game over 3 players could take days between turns as well.




Live mode sounds good. Yes the way i see it in imagination is kinda separate window/something that pops out and stays until it's over, not on the mainscreen with other games. After pressing separate button. As well i think that it should be available only 1 / moment, whatever if all slots are occupied or not.

[Xavi you could then make some nice profit from having x live matches / day and pay-to-increase daily slots or something]

Also i think only xs and x ranked maps should be played.
But these are all only details, aren't they?
New Feature Request » Quickmatch » Go to message
Added poll and refreshing topic, because it seemed lonely and undiscovered at page 2
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