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Messages posted by: wookieontheweb
Forum Index Profile for wookieontheweb »» Messages posted by wookieontheweb
New Feature Request » Number-capped, low-cost, gap-filler unit concept. » Go to message
There's is a strong desire in the game to try and keep the races as unique as possible. Titans don't have aerial, bugs are cheap but weaker, saps are the all rounds. Many feel there id already too much cross over e.g fuze and swarmer. These units feel like they would blur the lines more rather than emphasize the differences.

However the concept of units capped by the total bases on a map is interesting. I.e. you'd not only have to save enough but also kill an opponent's special unit to be able to build your own.

However don't get your hopes up. New units are very rare and the main aim of the balance team is just that, balance. New units throws balance off for about a year.
Titans » Combating Blaster Units » Go to message
Ask in the in game chat. There are lots of high ranked players there that will show you how to defend as titans. And if they can't then the balance team will want to know.

I think you may have underestimated the power of the eclipse, especially if it can be backed up with a healer, and run away and hide behind mecha. It 1 hits borfly and stands up well against a tank. Also has the +2 heal. And if it needs to can transport out of trouble. The skimmer is also strong if the terrain allows it.
General Discussion » Uniwar Discord » Go to message
Most of these external forms have died since the in game chart was created.
Bad maps - to be voted out of the rated pool! » Circular » Go to message
First i should point out that almost nobody uses this forum anymore. I am probably the most active on it other than the formal announcements. Most people use the in game chat. Second, balance is very tricky and it gets exponentially more tricky with each extra player. It is one of the most frequent conversations in uniwar and not just for maps (see the map chat in game).

I have personally considered this http://forum.uniwar.com/posts/list/3242.page but i am still in the process of implementing a proof of concept.

This sub forum was created, long long ago, to get people to collectively vote down bad or unbalanced maps (you used to be able to vote on maps without playing), but it has always had limited success.

The main problem in uniwar is, does a truly balanced map exist, even in theory? The earliest solution to this problem was the revenge option. If it is as unbalanced as you say then you will easily win the revenge game and your rank points will be returned. And if you lose you might learn some new tricks.
Bad maps - to be voted out of the rated pool! » Circular » Go to message
It is very difficult to remove maps from the ranked pool for multiplayer maps because it takes so long, so they appear in random ranked play for quite some time. Just keep down voting it whenever it is played especially when you win. Get others to agree and to vote it down too.

If it was in a tournament then that means it was selected by someone who feels it is balanced enough and often means it will be played in mirror mode.
General Discussion » How does each race compare on each tile type » Go to message
Summary
General Discussion » How does each race compare on each tile type » Go to message
This is my attempt at giving map makers a rough idea of what tiles have what effect on each of the races. It should help in the dream of finding balanced maps by allowing mappers to consider more options when fine tuning their creations.

User Generated Maps » SPC: All about #ZOMBIE » Go to message
P1 can be khralean. In which case any marines that are converted by the infector which are infected with plague and not cured will switch to P2.
New Feature Request » suggestions » Go to message
One caveat to 2a is when the system auto skips. I don't think you get a message in that case yet, but that's only in a very limited set of game modes.
New Feature Request » suggestions » Go to message
1. It's because submerged is the same feature the underling uses when it goes underground. Aerial have always been stopped by enemy units even if the units couldn't attack it e.g. tank. The problem is changing it now will cause balance chaos and lots of maps will behave very differently. It you want some theme to try and make it make sense then consider the flying units need to land for refueling/ rest. They can't do that in enemy controlled lands. Subs like underlings are designed for long periods underwater/ underground.

2a i do get a message in the chat of the game saying "the turn of player [player name] was skipped by player [player name]"

2b if you go into a timed out game and click on the 00.00.00 (maybe hold for 2 secs) then it shows how long you've waited. It's been requested this be shown on the main list but i think it was decided the constant red zeros are better understood by new players.
New Feature Request » Proposal to change the way maps are ranked » Go to message
Championship August 2019
Results from round 1, removed players ignored
Map: War on a beach
Got to: b

TBD
TBD

TBD

New Feature Request » Proposal to change the way maps are ranked » Go to message
Map: Joy division AI Test
Note: Only using #AI1

After 90 games.
T 100% vs S 0%
S 0% vs T 100%
K 100% vs S 0%
K 90% vs T 10%

K 20% vs K 80%

S 42% vs K 58%
S 60% vs S 40%
T 60% vs T 40%
T 50% vs K 50%

New Feature Request » On the cycle of infection » Go to message
If I'm honest it sounds a little convoluted. It will take quite a bit of work and will almost never be used. It's rare enough to convert a unit. Very rare that engineer units gets close and it takes 2 assimilations (or is it 3) before you get a useful unit ... and I'm not sure Robo Underling is different to cyber underling, shouldn't it be a sap cyber underling, perhaps brainwashed bug bot.

I think even in team games on maps that are large enough and have the bases near enough will still struggle to generate these units.
New Feature Request » Proposal to change the way maps are ranked » Go to message
AI does play on the device and in the background, but there must always be a player. This automated testing processes would require AI vs AI without a player. What it really needs to do is run the whole set of 90+ match ups then give you a report like the cells above, or just in a list. Given the power of your average mobile it will likely take less than 10 minutes. There would be no record of the match, just the result. To see the imbalance in the AI game you'd need to start a single game and be able to just observe, also something you can't do now.
New Feature Request » Proposal to change the way maps are ranked » Go to message
Map: Deadmonk AI Test
Mix of AI modes. 11-20 TvS used #AI1



After 90 games.
T 0% vs S 100%
S 90% vs T 10%
K 90% vs K 10%

K 80% vs T 20%
T 70% vs T 30%
K 70% vs S 30%

S 60% vs K 40%
S 40% vs S 60%
T 40% vs K 60%

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