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Batteries wrote:I would like to point out that gljack has been playing Uniwar since 2011 and been on the forum since 2012, meaning he has been part of the community for 6 years! I'm sure he's seen the game evolve and as a game dev himself, has ideas on what could improve. My point is that he isn't new to this community and probably holds this game in the same regard that many of us do.
If Spooky House is transparent about the changes they want to bring to this game and takes community feedback seriously enough, I'd like to think we won't have much to worry about.
I can agree to this
I could help, since I have played so many strategy games have a noticeable knowledge to them
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battle of the pogchamps
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On the economic and strategic scale, this is a plus for Uniwar, however the rest is left unknown. If you guys are big fans of the game, then this is good for most of us if you guys have the knowledge on what to implement and cooperation with the community, which is where virtually were the ideas came from, I can expect that you guys won't dumb down the game, but I do have my cautions too. A few major mistake could set us back to square one at best or be shut down at worst.
For what we've done for the last years about ideas, we've kept the sci-fi theming of the game well, well we thought of fantasy or semi fantasy theme ones (such as Pyrean and magical ones), but it's pretty much just to have fun and mess around So far, I've probably been one of those sophisticated guys thinking of so much brand new stuff so, I can hope to give you guys some nice stuff for the game, but you don't have to agree with them all
I may say good luck of taking care if uniwar and our community
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Yes, yes, we know that there shouldn't be any transports, but what if we use it as an ability for the Marines themselves instead? Meet the Transport ability!
As said, it gives Sapien Gl more mobility and will change unit typing (there are 3 examples, but there can only be one) but, can't attack or cap bases. To use Transport, you tap of the "Transport" action before moving, this works the same way for removing it.
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As you can see, I made a sheet about scaling up the unit stats, which in turn can get into an open discussion, what are your words for this?
The sheet link: https://docs.google.com/spreadsheets/d/1qtXtb7RsaY4aobwmY7o3J9DWKXSkvOHMR-IMAsdOQTk/
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simsverd wrote:patince.. summer is vacation time 
I agree to this (and not have thought about that O: )
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It's been thought of before, therefore is in consideration, tho it's being backordered, which we don't know when we this will become true
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Hawaiian wrote:Haha, okay I've played a bit more and I like salamanders now. I think they're fine. In fact, I like most changes at this point, even borflys. The only thing is that plasma tanks are completely obsolete now. Lets dump the plasma tank and give titans a whole new unit in its place. For example, 2 borflys cost less than a ptank. They can fly, have 3 range, move after attack, and demolish the ptank from anywhere. Why would you ever build a ptank against khrals? Even if they were 400 credits I wouldn't buy one. You get far more value from mechas and speeders etc. Anyway, lots of new units coming and perhaps new dynamics. But for now RIP ptank. haha
they'll keep the no fly zone rule for the Titans, no aerials for them :/
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I'd increase the scaling of unit stats instead of decreasing the cost increments.
I do have my game idea development and my highest scaling for my units is 20 while keeping the 50 credit increments (and this was also what I suggested months ago link here:
http://forum.uniwar.com/posts/list/2568.page)
rn, the highest scaling for a unit is 16, which what Destroyer & Speeder have in aq atk & mobility respectively.
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Tb fair, we could grant some of us to be in charge of our own supertests determining which balances would suit the best
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R3dRevenge wrote:I don't like this. To many changes at once is how you imbalance the game.
We can always make a supertest with those changes, we can't just implement it right away
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Nah, Borfly's gl atk isn't that threatening, here are my suggestions:
+1 mobility for Tank (9 total)
+1 def for Pinzer (14 total)
+1 to mobility/def for Plasma (7 & 15 total respectively)
-50 credit cost to the artillery trio
Bring back 1 mobility to Fuze (10 total)
Trade 2 gl atk for 25% gl ap for Helicopter (10 gl atk <=> 25% gl ap total)*
Trade 1 atk to all units for +1 repair for Guardian
+1 gh atk for Mantisse (5 total)
-1 gh atk for Borfly (5 total)
In real life wars, countermeasure weapons are intended to limit the threat, but not eliminate it altogether, tho certain designs like to do so.
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Can we expand the amount of people we can invite to a private message? That way we don't have to effort through multiple separate PMs and be in a group
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The Impaler wrote:sounds like somebody misses advanced wars  +1
But Tanks can't traverse through rivers
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I made 2 new ones
Steam tile:
Tired of using a water tile that doesn't allow Gh to move across without resorting to using the bridge tile? Fear not, introducing the stream tile! It allows all but aquatic units to traverse through, but at a cost of more mobility to ground units and it also grants bonus def to amphibious units
Tile Modifiers:
Ground Light: 4 Mobility | 0 ; 0
Ground Heavy: 4 Mobility | 0 ; 0
Aerial: 3 Mobility | 0 ; 0
Aquatic: -- Mobility | -- ; --
Amphibian: 3 Mobility | 0 ; +1
Atlantis tile:
Want to get income from the sea, look no further than loot to the Atlantis tile . It gives you more income without fearing the overbearing penalties of a regular city tile, go grab some treasure!
Tile Modifiers:
Ground Light: -- | -- ; --
Ground Heavy: -- | -- ; --
Aerial: 3 Mobility | 0 ; 0
Aquatic: 4 Mobility | 0 ; 0
Amphibian: 4 Mobility | -1 ; -1
There's more to come later on
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