Unit-System
Posted: Mon May 16, 2016 4:50 pm
Hi,
There already where many different ideas on this game Variant.
But i think we should do this Version a bit different then the others.
Causonly change the Unit Variety May be a bit boring.
So i ask for changing the complete Game system Within the actual programmed rules.
(Means i dont wanna give Daniel a Bunch of work but still wanna have something different)
So here my thoughts:
Unit Training: Units Training As a Combination of a global amount of money and
The Power of worker in each building (turns). This combination would be much more realistic.
Caus it simulates the Money a Nation has And The Things it can do with it.
It would require a smart tactick to not get rich without the possibility to use your money.
Unit Upgrading: Depending on each Nation It would be Possible to train a Start Unit.
Like the Pz 1 for Germany. Then there would be different Buildings where it only would be
Possible to Upgrade 1 Unit itself (Combination of turns and money)
Concrete Example: You get $100 each turn each Tc. You build a Pz1 for $200 in
A Tank construction Building and move it to the Upgrade Building. There u buy a Upgrade for $100 to Transform it into pa pz2 within 2 turns. And so on.. you can only reach a good Unit By Keep your Tank alive and upgrade it few times. So there wouldnt be many global effort Techs.
Why to change the system?!? :
Well in AOS and AOF the Player Wins who gets Most Tcs and ysut need to send his
Superior Bunch of Units against The enemy. The Upgrade Unit system would force You
To Keep your Units Alive, Care for them and not yust send in a bunch of Cheap or few op units.
It would make the Game Much more tactical... but maybe Too slow...idk.
Patroid
(This are yust some thoughts maybe Its Not playable but pls try to understand it.
I hope there are not too many typos (i do Typing faults too often..i know))
There already where many different ideas on this game Variant.
But i think we should do this Version a bit different then the others.
Causonly change the Unit Variety May be a bit boring.
So i ask for changing the complete Game system Within the actual programmed rules.
(Means i dont wanna give Daniel a Bunch of work but still wanna have something different)
So here my thoughts:
Unit Training: Units Training As a Combination of a global amount of money and
The Power of worker in each building (turns). This combination would be much more realistic.
Caus it simulates the Money a Nation has And The Things it can do with it.
It would require a smart tactick to not get rich without the possibility to use your money.
Unit Upgrading: Depending on each Nation It would be Possible to train a Start Unit.
Like the Pz 1 for Germany. Then there would be different Buildings where it only would be
Possible to Upgrade 1 Unit itself (Combination of turns and money)
Concrete Example: You get $100 each turn each Tc. You build a Pz1 for $200 in
A Tank construction Building and move it to the Upgrade Building. There u buy a Upgrade for $100 to Transform it into pa pz2 within 2 turns. And so on.. you can only reach a good Unit By Keep your Tank alive and upgrade it few times. So there wouldnt be many global effort Techs.
Why to change the system?!? :
Well in AOS and AOF the Player Wins who gets Most Tcs and ysut need to send his
Superior Bunch of Units against The enemy. The Upgrade Unit system would force You
To Keep your Units Alive, Care for them and not yust send in a bunch of Cheap or few op units.
It would make the Game Much more tactical... but maybe Too slow...idk.
Patroid
(This are yust some thoughts maybe Its Not playable but pls try to understand it.
I hope there are not too many typos (i do Typing faults too often..i know))