EZ Dolittle wrote:
Infrastructure no longer increases production, so I would suspect that it will be very rarely used at first unless there is a much more significant movement bonus.
Movement bonus from Infrastructure is indeed higher in 1.5 than in the base game.
_Pontus_ wrote:
You are so right. The dark times are here. CoW is dead. I am running to where there is light,
This and some other posts of you in this thread are sadly perfect examples of feedback that is not useful to us. You may not like certain aspects of the game, but please argue with us in a more civil and less hyperbolic way. We can only tweak these aspects if we get opinions based on concrete examples from playing CoW 1.5. And we will certainly tweak alot in thecoming months, this is not the final version.
iDragons wrote:
Thank you for the new features in CoW 1.5 but I hate it.-This update eliminates strategic troop construction, as now you are forced to build everything in cities.
-It adds a new layer of complication with these "tank plants" and "ordnance factories".
-It removes the necessity to worry about your economy as you can now just conquer as much as you want without giving a second thought about it. Without having to worry about economy, almost all economic strategies go out the window.
-It rewards players for mindlessly attacking. To some, this may be a good thing. To me, certainly not. Not having to worry about morale dropping and economic ruin removes a HUGE layer of strategic gameplay.
And this is just one part of the update.
This update, if not severely adjusted, is going to turn the game into a mindless Cookie Clicker style game with extra steps. Strategy is being sacrificed in this update for the sake of attracting more casual players who don't want to carefully consider their actions.
We will adjust the update, don't worry about that. To comment on your detailed feedback:
- Let's be honest, in the base CoW game 80% of troop production still happened in urban provinces, because that's where players started with Industry Complexes, which they leveled up. So in practice not too much will change regarding where players produce their troops. We hope to make troop production decisions more meaningful by adding the different production buildings. Due to resource costs players may have to dedicate different cities to different unit types, leveling different production buildings in them.
- I would argue that you still cannot conquer as much as you want, because the more players you attack, the more resistance you meet. Province morale may not bring you down anymore, but other players will. YOu also have to keep morale penalties from low morale neighbors or enemy neighbors in mind. Also, the current morale system is not the end result yet, we plan to do more morale based features in the future. Maybe you will be more pleased with them
Last Warrior wrote:
Nooberium wrote:
Players have been asking for fixes to known problems, not for a new game.
at least swarming cheat is almoast solved, or strong weakened, because airforces in version 1.5 have double (ASF) to triple (Bombers) stronger Att stats then def stats.
The plane stats in CoW 1.5 are indeed a result of the existance of this exploit. It should also make direct attacks on other planes more worthwhile compared to patroling.
Dosdrvanya wrote:
With this set of changes, we are now required to produce new units of higher level while already-produced units don't automatically gain a level when we've researched it. I'm worried that this will drastically affect my K/D Ratio.
Hmmm statistics are not everything? The additional losses you will have with low level units will be compensated by the additional kills you will get using higher level units. Plus, we are planning to implement functionality to upgrade your units on the map manually, in future versions.
_Pontus_ wrote:
And with every level their attack doubles and HP increases
No, not the case. In S1 they, but not in CoW 1.5. One of the reasons why giving feedback based on experiencing 1.5 is more valuable. Currently values per level are linearly improved by amounts similar to the first level. Means there is only a doubling from first to second level.