CityOfAngels wrote:
_Pontus_ wrote:
Last Warrior wrote:
_Pontus_ wrote:
@Potus
Some of these are general thoughts to the above as well as replies to you Potus.
- It is virtually nearly impossible to have a healthy work/life balance and be a competitive player. Granted, competitive play as it once was is virtually dead in SP1914 and in this game, and competitive play is neither this games target audience nor intended - It was just a happy fun accident. But in actually playing either game at the most optimal levels, and especially in Alliance matches, extreme activity is virtually a requirement. It was so much that many players would regularly set timers to wake up at certain times in the night to check up on stuff. For people that had active jobs and couldn't do hacky things to get the game working on their phones (Before the mobile clients), virtually nearly all the top alliances in the past in some shape or form used teamviewer to ensure 24/7 activity. Just regularly logging in isn't usually always enough - You need to consistently keep the screen up to watch for micro movements, unit splits, delays, and a whole bunch of other things. Check every 30M to at the very minimum a hour with other teammates covering. People would regularly Text/Kik/Skype each other. It's a lot more viable now with the mobile clients, but still. Major time sink.
The twin problems is that Call of War doesn't replicate larger scale tactical and strategic gameplay as well as other games as lets say, Hearts of Iron III or IV. You have the Micro and the Macro, and these games haven't had a healthy balance of the area between or a good large level of depth on the Macro level - Just on a generalized level. On the inverse side, as long as you are able to do a few tricks and be a bit more active, not much of what your opponent does matters. If they can be, things change a bit. Call of War and Supremacy 1914 were marketed as slow time strategy games where you did not have to be "Extremely active", "login every now and then but not constantly keep a game window up and watch the game like in other video games". Which from a "Play the game at a more optimal level", it virtually became that. It's a major time sink. So a major discussion players have is trying to expand the depth of the game, in combination with both keeping a "Competitive" and "Casual" audience in mind - And on top of that try to ensure the game is just more than being more active than the other person with a basic level of knowledge and you are good.
From my personal perspective these games have always been a bit unbalanced, flawed always, a bit of the charm really, and I have been more or less fine with "Numerous exploits" to various degrees as they have helped add at times a bit of depth to the game - Which in very competitive alliance matches with heavy amounts of micro, it's been pretty fun. And considering reworking some of these exploits would require a massive, massive amount of investment from the Devs to rework core game features or nerf patches on top of things (As in V1.5), I've been of the opinion to treat them as more or less regular game mechanics and try to balance some things out to make all parties happy.
On the other hand, I don't believe Realism = a better game. I believe in fundamentally focusing on having solid gameplay, even if some elements are unrealistic - In combination with pop up notices about historical events, vary detailed unit descriptions, themes and the like would be a better approach. It keeps solid gameplay while at the same time teaching a little bit of history. I think on a few other things, looking at more detailed and broken down provinces, being able to have more units on the field at once, and reworking naval combat would make things a bit more interesting. It's a bit like some Esport games I have played in the past in that respect, Realism does not equal solid game play. And to try to get more realistic play involves adding a lot, lot of new mechanics and reworking existing mechanics.
- I'm just vaguely throwing something out their, but how would weather/weather effects sound that could affect combat?
- Traditionally in base Call of War, you wouldn't only build infantry as the first combat round until you got your infrastructure up the next day and your LT's coming out. You'd only replace them at minimal levels for when you needed to send them into Urbans you Mountains - And then usually you'd just be Tac bombing those areas and sending in the LT's afterwards.
- LT/AC always felt funny to me. Even in regular Call of War is made very little sense to build AC. LT's were practically better in every way. And within the existing framework of how the game works, their is little sense for me to try to build AC and LTs when I could just go for LTs.
If I'm thinking about "Scouting", one would usually just use Planes or LTs. Even a lone infantry unit. And considering you can usually predict build times pretty good and where people will keep stuff at - At a certain level this becomes expected once you break the game down, consistently scouting isn't something you do a lot besides just to keep tabs on some things or to cover coastal.
- I've always taken Commandos to be more akin to "Elite Infantry" in Call of War. Very rarely have I used them though. In the original game before some nerfs, they were effectively very effective AA/and Anti-Everything that could be thrown into a stack to buff it. As it stands, I don't see them in the new game being particular effective. If I want to stealth hit provinces, I have Light tanks. Even one lone infantry unit on Force March.
- Heavy Tanks were always akin to "Mobile Fortresses" in Call of War. It's sort of hard to figure out how to make them viable without either slowing down the game to the point where having mobile forts are viable, or nerfing other things/Speeding things up so you can get them out early for those heavy penetrations. In which case you'd just be practically replacing LTs with HTs? I suppose in the larger 100+ Map games where things can take a little bit longer, it may be viable-ishness to build these extra fun units to various degrees. Or just optimize and overwhelm with spam.
- Yeah. Non-Upgradable units are just to be stacked to add a Tac/Arty shield to other units.
- Never saw much use in building lots of A.A. It was always counterproductive.
- Destroyers being able to attack coastal reminds me of BBs in SP1914 if that gives you any vibes.
- On your Rock-Paper-Scissor, per what I said above, it feels as if they speed certain things up and slow certain things down, it just redevelops into building the same few units. Which isn't by itself bad, but can be a inferior gameplay experience with more resource sinks, more expensive units, less options to obtain resources, and longer times to get these units.
"I want to emphasize that status quo CoW was already quite good in that sense" Pretty Much in a few ways.
From a game play perspective, they could just regularly throw out event maps where they change unit statistics and other things around so that for those specific games, a different Meta develops before moving on. I'm taking ideas from card games like MTG/Hearthstone/Stuff, where things are consistently changed around every now and then. So you would look at
- Traditional CoW + Special Events with Meta changes. Trad CoW as a backup with new CoWV1.5 with special event maps.