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Your feedback about the Battle score
Poll ended at Fri Dec 21, 2012 11:26 am
1. I love the new Battle Score - It's great! 48%  48%  [ 235 ]
2. Please remove the Battle Score - it was better without 25%  25%  [ 124 ]
3. I like the idea - however it needs some tweaks (please explain) 27%  27%  [ 133 ]
Total votes : 492
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 Post subject: Re: Battle Score - your feedback
PostPosted: Sun Dec 23, 2012 6:39 pm 
Sergeant
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TOOLAD wrote:
What is suggest is maybe The loser(S) get only 1/2 or 1/3 the score they wouldve gotten for killing the "X" amount of units while the winners got all of what they deserved


Thats where something like my suggestions above would work. Base the losers score on the opposite percetange of the winners army performance.
That way the losers score is based on how well they performed against their enemy.

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 Post subject: Re: Battle Score - your feedback
PostPosted: Mon Dec 24, 2012 9:24 am 
Specialist
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The new scoring system implemented only benefiting newbies n those small players. U will see ppl ranked sargeant with power less than 50 n yet get to be in top 10. That's an insult to other serious n expereince players.

When u r already in top 10, how many players u can fight for scores? U couldn't fight your own alliance members who normally move in the same rank with u and top 3 alliances r normally firendly then?

The worst is the newbies n those ranked below u can happily attack u, get their units all killed by u and get the score but u get none!

What's the point then? Kept losing your units, resources, power n time in defending various noob attacks? It doesn't make sense at all and very discouraging.

Unless there are sure crystals to gain, the powerful players might just sit there watching. Remember, rebuilding lost units meant more resources and time needed :evil:


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 Post subject: Re: Battle Score - your feedback
PostPosted: Mon Dec 24, 2012 5:38 pm 
Second Lieutenant
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When are the changes and battlescore to be (re)activated ?

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 Post subject: Re: Battle Score - your feedback
PostPosted: Mon Dec 24, 2012 8:43 pm 
Second Lieutenant
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^spam and advister.

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 Post subject: Re: Battle Score - your feedback
PostPosted: Tue Dec 25, 2012 1:08 am 
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I've got a load of ideas, some about the game, others about the game's technology.

Technological:

a) I know it's hard, I know it's a lot of work, but get rid of flash. An HTML5 client would make the game playable anywhere, it'll be faster, more responsive, and It will have a future. Flash is dying, and you'll find yourselfs rewriting the client in a hurry when flash finally bites the dust. Also, it'll open up a huge new market for you: Android/iOS devices. Much easier than writing separate apps.
b) Notifications. The game is biased towards people with too much time in their hands, which goes against the idea of a tick-based game. Allow people to create triggers for notifications. Make it a supporter-only option, it'll help get more people to buy tokens.
c) Automated actions. That's the most interesting feature this game could have, and it would help even-out the playing field even more for actually busy people. We could have a set of rules, triggers and actions. For example: Trigger: Incoming hostile squads. Action: Increase spy protection, bring back any troops within range. Trigger: Spy reached target. Action: Plant agent. Trigger: Certain outpost is being attacked. Action: Raise OP. Trigger: Being attacked. Action: Incoming scan, go to next rule. Then next rule could be based on the results of the incoming scan: If troops are larger than x, then relocate. Otherwise, build X amount of units of certain kind. The possibilities are endless.

In-game improvements:

a) Large parts of Fantasy/Earth are sea, but we don't use it at all. Add two new unit types:
- Carriers (Can carry squads).
- Submarines (Stealthily launch nukes, can attack carrires).
b)We've got vehicles, and guns we put in said vehicles. Then we put the vehicles inside squads, and they fly away. Why can't we put guns on the squads directly, and use them to attack? I know it's part of the game mechanics ... but air attacks are long overdue. This goes hand in hand with the next item.
c) Open up the colony. Right now the colony is a single element, and your structures are just properties of your colony, once built, they stay forever. Turn structures into options for upgrading OPs. Therefore, instead of building the right structure to create vehicles, you upgrade an OP into a vehicle factory. That vehicle factory can be attacked independently, and depending on the kind of attack, can either be seized by the enemy, or destroyed (for example, air attacks destroy, concussive infantry can seize). Wouldn't be interesting to be able to destroy somebody's ability to create tanks ... or even better, seal it? This would also open up the binary concept of conquered or not conquered ... Let the colony be just the HQ, and every other structure can be created in outposts.
d) OPs can be upgraded to mines, if they are in the right location.
e) Make units upgradeable. You don't have to disband a basic unit created early in the game, you can just turn it into range or damage.
f) Financials. Open up trade among the colonies. Allowing colonies to pay for protection, for example. This functionality, paired with the ability to create mines could allow the player to do more than just build an army ... we could end up with players that are war colonies, others that are producers, and others that are merchants/banks.

I got a lot more in my head. I'll post more when I get a chance.


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 Post subject: Re: Battle Score - your feedback
PostPosted: Wed Dec 26, 2012 5:12 am 
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in my opinion u need 2 give point per kills to both side no mater if all his unit die
he mast get score for the unit he killd total not only the winner get score..
& score need 2 be for total killls not only by remaining army :arrow: :idea:


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 Post subject: Re: Battle Score - your feedback
PostPosted: Wed Dec 26, 2012 10:37 am 
Sergeant Major
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almafuerte wrote:
I've got a load of ideas, some about the game, others about the game's technology.

Technological:

a) I know it's hard, I know it's a lot of work, but get rid of flash. An HTML5 client would make the game playable anywhere, it'll be faster, more responsive, and It will have a future. Flash is dying, and you'll find yourselfs rewriting the client in a hurry when flash finally bites the dust. Also, it'll open up a huge new market for you: Android/iOS devices. Much easier than writing separate apps.
b) Notifications. The game is biased towards people with too much time in their hands, which goes against the idea of a tick-based game. Allow people to create triggers for notifications. Make it a supporter-only option, it'll help get more people to buy tokens.
c) Automated actions. That's the most interesting feature this game could have, and it would help even-out the playing field even more for actually busy people. We could have a set of rules, triggers and actions. For example: Trigger: Incoming hostile squads. Action: Increase spy protection, bring back any troops within range. Trigger: Spy reached target. Action: Plant agent. Trigger: Certain outpost is being attacked. Action: Raise OP. Trigger: Being attacked. Action: Incoming scan, go to next rule. Then next rule could be based on the results of the incoming scan: If troops are larger than x, then relocate. Otherwise, build X amount of units of certain kind. The possibilities are endless.

In-game improvements:

a) Large parts of Fantasy/Earth are sea, but we don't use it at all. Add two new unit types:
- Carriers (Can carry squads).
- Submarines (Stealthily launch nukes, can attack carrires).
b)We've got vehicles, and guns we put in said vehicles. Then we put the vehicles inside squads, and they fly away. Why can't we put guns on the squads directly, and use them to attack? I know it's part of the game mechanics ... but air attacks are long overdue. This goes hand in hand with the next item.
c) Open up the colony. Right now the colony is a single element, and your structures are just properties of your colony, once built, they stay forever. Turn structures into options for upgrading OPs. Therefore, instead of building the right structure to create vehicles, you upgrade an OP into a vehicle factory. That vehicle factory can be attacked independently, and depending on the kind of attack, can either be seized by the enemy, or destroyed (for example, air attacks destroy, concussive infantry can seize). Wouldn't be interesting to be able to destroy somebody's ability to create tanks ... or even better, seal it? This would also open up the binary concept of conquered or not conquered ... Let the colony be just the HQ, and every other structure can be created in outposts.
d) OPs can be upgraded to mines, if they are in the right location.
e) Make units upgradeable. You don't have to disband a basic unit created early in the game, you can just turn it into range or damage.
f) Financials. Open up trade among the colonies. Allowing colonies to pay for protection, for example. This functionality, paired with the ability to create mines could allow the player to do more than just build an army ... we could end up with players that are war colonies, others that are producers, and others that are merchants/banks.

I got a lot more in my head. I'll post more when I get a chance.

make another thread for it, and we'll discuss it more seriously there

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