Random research and random troops would be bad because someone could get nukes on day 1. 
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A 100 or 22 player map but everything is random. The player cannot choose his own country. There are random buildings in his cities, he has random research, his troops are also random. Coalition turned off but not anonymous. Obviously, there should be a limit for the amount of troops and upgrades a player gets so it doesn’t get too unfair.
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Random research and random troops would be bad because someone could get nukes on day 1. 
Is that not the point?RBoi200 wrote:
Random research and random troops would be bad because someone could get nukes on day 1.
But perhaps certain things could be more likely than others.
qwertupo wrote:
Obviously, there should be a limit for the amount of troops and upgrades a player gets so it doesn’t get too unfair.
Well yeah, I guess nukes would have like a 0.01% chance of happening.whowh wrote:
Is that not the point?RBoi200 wrote:
Random research and random troops would be bad because someone could get nukes on day 1.But perhaps certain things could be more likely than others.
And maybe doctrines could have an effect. Like Axis is more likely to get medium tanks and Allies are more likely to get tactical bombers.RBoi200 wrote:
Well yeah, I guess nukes would have like a 0.01% chance of happening.
Yes, I like randomness because the player will not know what to expect when he or she joins a game.
the idea is good, and if the nuke is researched, how will it work?
if by chance a player gets a nuclear rocket, will he have all levels of rockets researched and all levels of nuclear energy researched?
and even then wouldn't it be a bane that a player gets high level units since that means for the most part said player couldnt produce anything, and what about the buildings, i wouldnt want lvl 5 industry on all cities of my opponent, but what do i care? it'll be lvl 4 under me anyway
in most maps you do not have infantry researched even though you start with it.Karl von Krass wrote:
all levels of rockets
but it is part of starting army, the tech tree will be destroyed is what i'm trying to say if nuclear rockets are already researched but there's no corresponding research on rockets and reactors, and even then some players will just get the largest buffs in tech tree
i have no qualms of nukes being in starting army though
tru dat.Karl von Krass wrote:
i have no qualms of nukes being in starting army though
It will be highly unlikely though
You realize the game mode could be modified so you can’t get some tech like nukes from the start and have it so a country is required to have a certain amount of research.
Game Setting Ex.
No starting nukes or starting nuke research
Research starts at day 12
At least 3 units researched to day 12
At least 2 units researched to day 6
at least 4 units researched to day 2
With settings like these people will get tech that is similar but the real challenge is to use what random tech you get. So you may have to work with lv4 AA, lv2 SP arty, lv2 battleships and whatever weird combinations of tech you get.
I see the point of this game mode to not be an even fight but to be a test of your creativity and skill working with what you get. So some payers may get axis doctrine and receive high level mot infantry and medium tanks but that just means new strats will be invented to counter with what you have and increase teamwork as people team up with the guy or girl that got high level AT.
So if this was added steps should be taken to balance the playing field but overall a slight imbalance could be just what is needed to spice things up a bit and encourage the invention of new strategies using underused (and underrated) units.
I said that there should be restrictions on the amount of upgrades and certain units a player should start with.
As shown by the thread by Habo778qwertupo wrote:
I said that there should be restrictions on the amount of upgrades and certain units a player should start with.
As I think it over I really REALLY want this game mode to be added because honestly it is a unique idea and would make all kinds of interesting tactical scenarios and force people to not only use units outside of their primary function but show people how effective some more specialized units are. Ok and once people see how effective some of these units can be *cough* AA guns, AT guns, SP versions, Strat Bombers, Commandos, Paratroopers, Militia and many others *cough* they are more likely to use them in other maps which would lead to more diversified armies creating more interesting battles for all of us.
This type of game would not be a skilled game... Just luck and u will win. What if u get a built army with no industries? You will die regardless of your good skills. Or if the opposite happens, u got tank plants but no barracks and then u got researched commandos but not even light tanks? Not a good idea at all. No offense.
But that is the whole point. It is to make worth of what you are given.YourGaurdian wrote:
This type of game would not be a skilled game... Just luck and u will win. What if u get a built army with no industries? You will die regardless of your good skills. Or if the opposite happens, u got tank plants but no barracks and then u got researched commandos but not even light tanks? Not a good idea at all. No offense.
And also, according the system we have outlined above there is a prerequisite for starting units and research. This also applies to buildings per category (unit use, production, etc)
The point of the game mode is to give everyone the same level buildings, research (research should be based on research day instead of level) as well as pretty much the same starting units so it will be only a slight imbalance instead of a huge one. The point is to randomize what type people get in order to force them to improvise strategies using what they get. Also as for people getting research that doesn’t match their production center then the easy fix would be to rig the randomization so people get production that matches their research or just give everyone all the production centers at say lv2.YourGaurdian wrote:
This type of game would not be a skilled game... Just luck and u will win. What if u get a built army with no industries? You will die regardless of your good skills. Or if the opposite happens, u got tank plants but no barracks and then u got researched commandos but not even light tanks? Not a good idea at all. No offense.
Another hiccup I thought of is landlocked countries, so a custom map may have to be made to eliminate player countries without a coastline. Also No offense intended of course.
Landlocked countries are not necessarily removed. The point of this game is for players to think creatively and improvise. If they get a landlocked country, they might have to improvise a strategy that benefits them as a landlocked country.
He's talking about what would happen with navies.qwertupo wrote:
Landlocked countries are not necessarily removed.
Again, some countries might have navies, some may not. If a landlocked country needs a navy, then the player would need to seize a coastal city. Landlocked countries won’t start with a navy and no ports. They might start with research for navies but that would only favor them as they don’t need to research it.
But if a landlocked country gets navy research they would be at a disadvantage since they physically can’t use it for anything. Also if you have it so that landlocked countries don’t get naval research then all coastal countries that aren’t islands will be at a disadvantage since the bordering landlocked countries will have better armies and they can’t use their navies to prevent an invasion.qwertupo wrote:
Again, some countries might have navies, some may not. If a landlocked country needs a navy, then the player would need to seize a coastal city. Landlocked countries won’t start with a navy and no ports. They might start with research for navies but that would only favor them as they don’t need to research it.
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