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Author Topic: Warmap Information  (Read 5395 times)
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tank130 Offline
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Posts: 8889


« on: August 03, 2011, 08:50:17 pm »

Quote
Spying abilities
Intel is a mechanic on the warmap which keeps a company in the dark until a sector is scouted.  A scouted sector will have an intel level of 1, and can continue to be boosted to a level of 5, as some units will not be visible/described until a certain intel level is reached.
Higher intel will also show orders on opposing units at the higher intel levels.

Spying, is your option for 'scouting' for the opposing faction.  There will be other options added, but this is it to start with Wink

Quote
Warmap XP
XP granted to your commander - a rank used for the warmap, a type of hierachy that enables you to override lower ranked players orders without paying more action points to do so.
This rank will also dictate what warcards you can play (as some will have a rank limit) and what commander trait cards you can use / slots available.

Quote
Warmap Cards
Warmap cards cover a large base of different abilities.
Warmap commander trait - these cards will be used in place of the advantages screen, in a similar way - but allowing a mix and match of multiple types (ie 3 resources, or say 2 resource types + pool bonuses)
Warmap units - units that are currently in the 'rewards' section, will be granted through these.
Warmap actions - one-off usages like an artillary barage on an area (warmap territories) or other special actions that you can use.
Warmap company bonuses - one-off usage cards that might do something like grant a free recon run that game, or extend the number of offmaps for a game etc.

Note that this means that 'Reward Points' will be removed with the introduction of the warmap and be entirely replaced by this 'card' system, which will reward warmap performance.

Quote
Faction Rank
The current PP level of the faction - this increases per warmap turn (3-12 hours depending on when in the week the turn is taking place, 8/12 for normal week days, shortening to 3 or 4 for weekends)
This is the maximum PP amount that your company can reach, and will do so at ~10% per game played.

Quote
Swap (contextually, ofc)
Punish (same)
Swapping companies will incur no penalties, and you will gain warmap xp, cards etc as per normal regardless of what company you play.
Swapping by using an action (like resupply a warmap unit, or ordering an artillery strike via a warmap card) - on your NON-main side (not faction) will create a warning, and then a penalty to all opposing warxp ranks.  This is one off, and your main side will then change.

Again, this isnt a penalty as such - it is a deterrant for people constantly swapping (changing) their 'Main' side.  In otherwords "I dont like playing Axis... their losing the war! Ima gonna swap trollolololo".
« Last Edit: December 14, 2011, 01:38:20 pm by Unkn0wn » Logged

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tank130 Offline
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« Reply #1 on: December 14, 2011, 01:36:50 pm »

Bump
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EIRRMod Offline
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« Reply #2 on: December 14, 2011, 01:44:29 pm »

Again, this isnt a penalty as such - it is a deterrant for people constantly swapping (changing) their 'Main' side.  In otherwords "I dont like playing Axis... their losing the war! Ima gonna swap trollolololo".
It will be a penalty when their traits or warmaps can no longer be used on those older accounts.
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3rdCondor Offline
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« Reply #3 on: January 15, 2013, 02:16:31 pm »

Regarding Warmap Cards

You mentioned abilities like "granting a recon run." I was wondering just how much you plan to expand on warmap card ideas. For example: will there be abilities like some sort of buff for a particular unit per usage?
ex: Riflemen (American) receive +25% accuracy for a battle. Tanks gain received penetration buff. etc.
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EIRRMod Offline
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« Reply #4 on: January 25, 2013, 05:39:00 pm »

Regarding Warmap Cards

You mentioned abilities like "granting a recon run." I was wondering just how much you plan to expand on warmap card ideas. For example: will there be abilities like some sort of buff for a particular unit per usage?
ex: Riflemen (American) receive +25% accuracy for a battle. Tanks gain received penetration buff. etc.
That is a possibility - but quite a strong example you gave.

There needs to be a balance fulcrum with cards that affect in game stats - because it could have the potential to completely ruin a fair match, just by which card was used.

So, in the short run - not until massive testing/theorycrafting on the effect.
But there will be things like mini-recon runs, mini-arty etc, mini-blitz
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chefarzt Offline
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« Reply #5 on: January 26, 2013, 01:53:49 am »

And Mini-Mouse ofc.
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NightRain Offline
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« Reply #6 on: January 26, 2013, 02:30:25 am »

will there be any buffs? When fighting for Homeland for instance (Berlin) all forces that are defending said zone recieve more buffs etc?
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Smokaz Offline
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« Reply #7 on: January 26, 2013, 07:20:03 am »

I will be very buff when it comes out.
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aeroblade56 Offline
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« Reply #8 on: January 27, 2013, 12:34:27 am »

And Mini-Mouse ofc.

Mini-Maus
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Dnicee Offline
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« Reply #9 on: June 10, 2013, 04:32:49 pm »

The warmap is way to static tbh! less defensive points tbh!
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deadbolt Offline
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« Reply #10 on: June 10, 2013, 04:35:20 pm »

there needs to be less shit allied warkerdz.
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PonySlaystation Offline
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Posts: 4136



« Reply #11 on: June 10, 2013, 04:50:34 pm »

The warmap is way to static tbh! less defensive points tbh!

I agree, attacking should have a larger impact, just increase the amount of points you reduce when attacking so that defending is less effective.
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XIIcorps Offline
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« Reply #12 on: June 10, 2013, 05:22:47 pm »

It's also made more static by the fact that you get more SP when closer to spawn. It really should be tied in with the territories priority like reasources.
I'm pretty sure it was fixed so that you get less SP at spawn, and more at the front.

And ill agree the warmap is far too static, have you seen the defense points of some regions.
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TheIcelandicManiac Offline
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Posts: 6293


« Reply #13 on: June 10, 2013, 05:45:20 pm »

Well sence tank said it then it must be true.
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Dnicee Offline
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Posts: 998



« Reply #14 on: June 10, 2013, 05:46:32 pm »

Why cant we just have a roof/cap? Maximum 1k defensive points?
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EIRRMod Offline
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« Reply #15 on: June 10, 2013, 07:39:02 pm »

Unstickied as this info is no longer relevant.
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