DreJaDe wrote: ↑Mon Feb 22, 2021 11:54 am
TntAttack wrote: ↑Mon Feb 22, 2021 5:57 am
I wanna join...Thanks but which nations are we going to play?
German > America (In tanks, mobile arty and airpower)
America > UK (Late airforce units greater than spitfire)
UK > Russia (One Spitfire = 3 yak fighter)
Russian > Japan (Russian airforce superior compared to Japan's terrible bombers and fighter planes)
Japan > France (France no special buildings)
Wait, I don't agree with this at all.
German is stronger than US? No! Don't underestimate the US pls. In terms of navy yes. Well, I think every navy is weaker than Germany now after all. Still hate that unbalanced Sub. But in terms of play style, they're basically equal if both players are equally good.
US beat UK, totally not. Uk is more powerful from start to finish. Their basically equal to germany, not in naval though. I mean, that's germans you know, their navy is unparalleled.
Uk>Rus yes I agree. When they are first introduced, I was like. Is this made to counter russia?
Russia>Japan? No, not at all. Superior airforce? Yes, but JP has good support unlike the trash AA of russia.
Japan>France? Oh no, dude. France is actually better. France not having jetfighter is the biggest flaw though.
Fine, you convinced me, I hardly play other fraction so I guess I am a tiny bit bias...
If only this factional issues could be conveniently solved by like adjusting unit prices...
Hehe, who am I kidding, let's be honest, I am just trying to promote my envisioned 'best turn based game' via fixing the only aspect about AOW that still bugs me.
Unit turns.
(The last one was about antitank guns if you recall but that was actually implemented... And I still don't really use anti tank guns..
Imagine playing an inferior nation (airforce) in which the opposition has greater points (towns) than you.
There is almost no way to win unless the other player is crap 1v1, just is contradictory if they got the initial advantage. (Or luck I suppose)
To overwhelm the opposition, you need greater air force to match, note not beat cause in a war of attrition you will gradually deplete units.
You need a good defensive line against bombers, cause attacking bomber with your fighter planes is fine, but one more loss (in a situation where the enemy lines are outside your base and any aircraft operating outside your lines would be shot at) in your airforce means another enemy fighter oneshoting your next aircraft. (Personal experiences with Russian yak fighter... It's "special" ability missile to air can't hit BF100C because that is a "fighter plane" which can conveniently one shot buildings I might add)
[And air to missile works against junkers bomber, except it only deals 40 damage, leaving the bomber at 1 hp.]
Continuing on, in order to protect your defensive line, you need land units.
To which each has to take down twice the number of enemies itself in order to achieve equal attrition with the enemy front-lines.
Which leads you open to enemy armour, because the best way to deal with armour is bombers, but if you don't have enough resources for a bomber, and if you do, it's a trade for a 7-8 turn bomber for a pyrrhic land victory in which you hold your line.
Enough babbling, the main point. I reason that the best solution to factional imbalance is unit production costs.
By introducing unit production costs, we can avoid enemy spamming of largely almost uncountedable units like battleships.
This would make Russia great again (cause their stereotypically nature is cheap production esp for units and tanks)
This would make the game longer (hopefully not too long) and give Japan a better fighting chance once the enemies rate of spamming superior units (e.g P-thunderbolt or perishing star)
Hence in my conclusion, the game would be more enjoyable and strategically engaging.
How it could work?
-towns produce a certain amount of resources each turn.
-Resources can comprise of cash, steel, oil and components(?)
-units destroying other units may give scrap amounts of resources.
-Perhaps we can make it that each town is specialised in a particular resource, making strategic locations more important.
Anyhow, what your thoughts on this idea. Please don't just only say post it up somewhere, honestly too lazy too but because I was here, I might as well dump it all here.
Sorry for wasting anyone's turn, I mean time.