More good news, everyone! It's been a while since atWar had any new content, so today we'd like to introduce an idea for a new type of unit - buildings! There are two crucial differences from regular units: they can't move (duh!) and you cannot build more than one of the same kind in one city. Here are the buildings we have for starters:

  • Recruitment Center: gives the city 3 extra reinforcements per week
  • Forifications: +1 defence to all city troops (similar to General)
  • Radar Array: 150 view range, helps to see what your neighbours are doing and catch stealth units
  • Anti-air Defences: 20 defence against air units
  • Coastal Battery: 20 defence against naval units (former rare unit)
  • Bank: -10 upkeep for every unit in the city NEW

    All buildings cost 700, have 20 hit points, 0 attack (duh!) and 1 defence. All of them are also discoverable in captured cities, similar to rare units. Unlike rare units, you'll still have to pay for their upkeep.

    It's currently possible to build/find Coastal Battery in non-port cities, this is a known issue and will be fixed later.

    Before we introduce buildings to the live server, let's get them some thorough testing at https://atwar-game-test.com!

    Feedback and tweak suggestions are welcome. I know you'll want to give suggestions on their mechanics as well, but at the moment we won't be able to change that, sorry. Here's the list of things that can be tweaked (useful if you want to suggest new buildings as well):

    Own stats:
  • Max. defence
  • View range
  • Cost
  • Critical hit chance
  • HP
  • Stealth

    Increasing other units stats (all or a particular unit)
  • Same list as own stats

    Defence:
  • Extra defence against certain units

    Special:
  • Extra reinforcements in the city

    Please note that we'd like to keep things like attack, defence, cost and HP uniform for all buildings. As you can see, you can't do that much with these limited tweakable things, but hopefully we'll be able to add new mechanics at some point later.

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    Коментари Страница 3 / 3

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    Коментари: 138   Посвећено од стране: 3118 users
    15.12.2017 - 04:11
    Написао Noir Brillant, 14.12.2017 at 07:52

    Написао Ivan, 14.12.2017 at 02:01

    Написао IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was thinking of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.

    Having "capturable" buildings (or even units?) would be a nice addition to custom maps and scenarios. For exemple, we could CAPTURE the ring (to rule them all), or prevent the Silmarils from being destroyed. Support

    Only for custom maps though.You see this option you suggest might destroy europe 10k games or default map in general.
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    15.12.2017 - 06:02
    Написао Nations, 15.12.2017 at 04:11

    Написао Noir Brillant, 14.12.2017 at 07:52

    Написао Ivan, 14.12.2017 at 02:01

    Написао IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was thinking of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.

    Having "capturable" buildings (or even units?) would be a nice addition to custom maps and scenarios. For exemple, we could CAPTURE the ring (to rule them all), or prevent the Silmarils from being destroyed. Support

    Only for custom maps though.You see this option you suggest might destroy europe 10k games or default map in general.

    I totally agree
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    15.12.2017 - 07:29
    Написао Freeland, 13.12.2017 at 08:23

    Great idea. Supported.
    Another idea i have is the classic starcraft idea and upgraded units. Like you make a research facility and have it research a troop type that leads to improvements of the troop. I don't know how the coding would work etc, but if there was a way that i could go GW, make an expensive research facility to upgrade my militia/marines, i think it would help people with strong money skills scale well into the late game. Just a thought. For example make this research facility a "city" that's 5k to make, and every time you want to upgrade a troop, you have to put x dollars money down research grant, and wait x turns for the research to be completed, and implemented.

    I personally would make it not included on a city, rather it's own city that after it is destroyed, your troops go back to normal/ the research that has been completed. This would add more complication to defending, since you have to defend your capital and this facility. Plus would promote multi-front attacks. To avoid issues, you can only destroy this facility, not hijack it.

    Perhaps the city with the research facility rocks a triangle, while the normal cities are circles, and your capital rocks the flag.

    -Freeland

    Jesus christ
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    15.12.2017 - 07:30
    Написао IHavok, 14.12.2017 at 21:30

    Написао Nations, 14.12.2017 at 02:30

    Написао Ivan, 14.12.2017 at 02:01

    Написао IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was think of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.

    I think you should never change them being destroyed.Because if my opponent wants to troll or he is just stupid he will spam buildings in all his cities giving me upkeep i didnt ask for and buildings i might not need at all.

    Why your opponent would want to troll you? If I'm your opponent, and I'm losing my land, I'll try to make you as miserable as I can so I can beat you, and that is a perfectly valid strategy, it makes perfect sense to let you as much burden as I can in my former territory

    What you describe isnt a strategy.Its just trolling that occurs in rp.
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    15.12.2017 - 08:04
    Написао Nations, 15.12.2017 at 07:30

    Написао IHavok, 14.12.2017 at 21:30

    Написао Nations, 14.12.2017 at 02:30

    Написао Ivan, 14.12.2017 at 02:01

    Написао IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was think of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.

    I think you should never change them being destroyed.Because if my opponent wants to troll or he is just stupid he will spam buildings in all his cities giving me upkeep i didnt ask for and buildings i might not need at all.

    Why your opponent would want to troll you? If I'm your opponent, and I'm losing my land, I'll try to make you as miserable as I can so I can beat you, and that is a perfectly valid strategy, it makes perfect sense to let you as much burden as I can in my former territory

    What you describe isnt a strategy.Its just trolling that occurs in rp.

    Whatever helps you sleep at night, but if I play against you someday, I'll make sure to make as many rp walls as I can
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    15.12.2017 - 08:09
    The problem is these would never work in competitive, scenarios, world maps, high income games ofcourse they will....

    Bank: I thought was ok but in competitive it'll be bad because the 70 upkeep + 700 cost outweighed the -upkeep of units, possibly make it far cheaper and only effect units inside *capitals* instead of all units as a whole. But as it is perfect for world maps and high income maps.

    Coastal battery: We already have this in scenarios for a long time, same with everything the cost is too much and wouldn't have a use in competitive. No-one will buy this to defend vs destroyers as not many go nc (not largely useful anywhere)

    Anti-air defence: This is worst idea, we already have them as a unit and they don't get used. Delete it now.

    Radar array: Good idea but we have sentries that will become useless.

    To make buildings useful i think we should have another incentive such as;

    Banks: Rework the bank to increase income per turn for capitals +10
    Radar array: Requirements to build APCS + a defensive bonus (aswell as true sight for invisibles)
    Coastal batterys(renamed to ports): Requirements to build Aircraft carriers + defensive bonus

    Another building idea Barracks, too have 700 cost, 70 upkeep + defensive bonus and requirements to build snipers


    The new units:

    Snipers: No attack or defensive value but +10 attack to units with the lowest defence + 1/3 chance to hit general 180 cost 9 upkeep.
    Aircraft carrier: Creates 1 unit per reinforcements turn 430 cost and 14 upkeep
    APC: Transports 5 units, 7 range, 330 cost and 17 upkeep

    These are ideas with not much thought process just another idea!
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    15.12.2017 - 17:59
    Написао Usernames, 15.12.2017 at 08:09


    we should make an rp
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    Lest we forget
    Moja Bosna Ponosna
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    15.12.2017 - 18:01
    Написао Guest, 15.12.2017 at 17:59

    Написао Usernames, 15.12.2017 at 08:09


    we should make an rp

    why an
    ----
    Do you fear death? Do you fear that dark abyss? All your deeds laid bare. All your sins punished.
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    15.12.2017 - 20:07
    Id like to see a building that recruits a new general if the old 1 dies.
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    16.12.2017 - 02:45
    Написао Permamuted, 15.12.2017 at 20:07

    Id like to see a building that recruits a new general if the old 1 dies.

    Hope you trolling.
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    16.12.2017 - 05:48
    Galerius
    Профил је обрисан
    As i said on a previous topic, wouldn't that be possible to give the opportunity to recruit, once / game, an air marshall or a field officer ?
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    16.12.2017 - 07:24
    I think this is a step toward empire management that this game did not need to take.
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    There are many things for which compromise is expected, loyalty is not among them.
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    16.12.2017 - 07:31
    Consider what happens when you build all of these wonderful buildings, and then your enemy takes some key income provinces from you and the buildings you made cost such a big portion of your income that you are unable to muster a great enough force to defeat your enemy. In effect once the momentum of the battle turned against you your defeat would be all but inevitable.

    so to counter this you build only a few buildings in key provinces but in doing so the effect you gain from them is too small to be worth the money and as a consequence has almost no effect on the game.

    I don't see a win here.
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    There are many things for which compromise is expected, loyalty is not among them.
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    16.12.2017 - 12:01
    Also maybe we can interdouce town houses and office building industreal maybe etc...
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    moment
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    16.12.2017 - 17:29
    Написао Usernames, 15.12.2017 at 08:09

    Banks: Rework the bank to increase income per turn for capitals +10


    support. But this would only be useful in long games. Id also like to see a short term return bank that pays for itself quickly and would be worth buying in <25 turn game. Your suggestion is better for a long game as it keeps scaling.

    my suggestion would be 200 income a turn(130 in reality due to 70 upkeep). Pays for itself in 5-6 turns.

    Also imo if a city is taken by an enemy the buildings should be destroyed.
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    21.12.2017 - 03:59
    Investments ?
    international power like the UN to bother the hostile nations ?
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    23.12.2017 - 16:31
    Just perhaps any sort of building to increase income, in any balanced way you see fit.
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    29.12.2017 - 22:12
    Написао Ivan, 13.12.2017 at 02:59

    Написао RatWar, 08.12.2017 at 18:39

    ~ as others have posted, I would fully support a Market or Bank or some sort of Commerce Building that would have negative maintenance costs, so that it would be effectively a modest source of additional income.

    Added Bank building, it currently reduces upkeep of every unit in the city by 10. Unfortunately, I noticed that it's not reflected correctly in the Finances menu and in the bottom toolbar, that's something that will need to be fixed. But the amount of money you actually receive per turn is correct.


    Does this mean that if you have a unit that has an upkeep cost of less than 10, you end up with a net negative upkeep for the unit if placed in the building?
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    30.12.2017 - 02:12
     Htin
    Imagine if bomber and stealth bomber have extra attack against building, this could make the game more unpredictable and interesting.
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    Hi
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    02.01.2018 - 04:03
    Buildings make my strategies even better i will dominate the earth in no time!
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    04.01.2018 - 03:13
    Hmm, could this take away the whole premium bonuses though, +1 def is nice to non premiums but kinda was one of the points of having premium. Plus, if you are blitz and can move them, then you could stack buildings, giving a certain city like +4 def to each unit making it impossible to beat.
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    "You're aren't " - epic backflip
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    04.01.2018 - 03:17
    But tbh I think they are really cool
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    "You're aren't " - epic backflip
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    04.01.2018 - 03:29
     Htin
    Написао Muellertyme., 04.01.2018 at 03:13

    Hmm, could this take away the whole premium bonuses though, +1 def is nice to non premiums but kinda was one of the points of having premium. Plus, if you are blitz and can move them, then you could stack buildings, giving a certain city like +4 def to each unit making it impossible to beat.

    building could be exempt from blitzkrieg.
    New strategies like Scorch Earth and hold the line may affect building ( My prediction).
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    Hi
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    04.01.2018 - 21:42
    I like this idea.

    Any chance we could get a hybrid of faction-specific and city specific unit recruitment so that we could make buildings only available in certain cities while at the same time limiting the unit types to the faction being played?
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    05.01.2018 - 10:47
     Htin
    If we can have a conquerable building rather than destroying it, this could be beneficial to scorch earth strategy.
    -> Scorth Earth Strategy: you can have building that is a special unit in replace of a environment that is bad for supply route and infrastructure.
    -> You can build a special building .. lets called it a "weakened infrastructure building unit " that affect all unit stat like -1 defence to all unit in that city
    * Because of destructive environment problem your enemy should have bad supply route, thus weakening your invading enemy's soldier.
    -> you can do a strategic retreat and allow your enemy to take it . But when you get strong you can attack back with better efficiency against a captured city with a " weakened infrastructure building unit".
    ->But With Scorcth Earth strategy the special unit would be destroy absolutely free when conquering back your city.
    * my limit would be: If you build it the same turn as the attacker that special unit won't be created but building it a turn before it
    *->
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    Hi
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    12.01.2018 - 18:04
    I was thinking, what if you created a unit what would be able to move, until you "built" it. Like a fortress that you get to place on the map. This would be a great inclusion to a WWII map especially, as it would make "Fortress Europe" a reality.
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    19.01.2018 - 09:14
    #removeupkeepfromdiscoveredcities
    because no turkey would like to find coastal battery in greece or ukr want to find anti air in istanbul/izmir/ any jewed shit and have to pay for its costs
    coastal battery is very useless in competitive nobody uses shit load of destroyers/rarely someone uses air units
    pretty sure nobody will buy them they will only be like rare units and im pretty sure that competitive games will have them disabled for their expense D
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    Our next Moments are Tomorrows Memories
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    19.01.2018 - 13:01
     4nic
    Let's test buildings !
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    ''Everywhere where i am absent, they commit nothing but follies''
    ~Napoleon


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    05.02.2018 - 16:09
    Buildings allow new strategies as "industrial warfare" or whatever, some ideas for additional effects:
    - reduced overall income&supply (not effective to have wealthy land with a building-strategy)
    - buildings increase economy (effect is inverse to growing number of cities/peoples/income, let's say factories make boom low populated areas)
    - buildings have a big discount + give more HP for troops in cities (better condition)
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    15.02.2018 - 11:37
    There are far to many people burping out nonsense on here, with little or no idea how anything works on aw. This needs major balancing and my suggestion is creating a focus group with actual conceptual knowledge of the game to get further ideas from. Far to many people are one trick ponies who only play one game type and are making suggestions twards benefiting there niche game type, while there ideas would completely destabilize or ruin other people's games.


    My suggestions are as follows,

    -Varying price based on usefulness, rather then a flat rate of 700.

    - Cheaper in general, maybe no more then 500 for any current unit.

    -Capture base percentage, give a 10% chance to be captured rather then destroyed.

    -Scorched earth special feature, to destroy your own buildings at will.

    - Attack order, make sure they are the last thing attacked when attacking a city, unless your scorched earth then it is the first thing attacked. Note scorched earth loses the ability to capture anything.

    -Turn off random chance to find in a city, the price is to high and would seriously hamper low income games such as in Africa or poor maps.

    - Customizable, give us map creator tools to create and make are own unique structures, this way people can add there ideas they have here to there spacific map niche without ruining other people's map preferences.

    If I think of anything else I'll add it here. Be careful going forward with this at all, the wrong moves or decisions could completly destroy this game. Vice versa if executed correctly this could be the shake up the game desperately needs.

    Upvote if you agree so the admins will notice.
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    We are not the same- I am a Martian.
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    12.03.2018 - 04:07
    Написао Helly, 15.02.2018 at 11:37

    There are far to many people burping out nonsense on here, with little or no idea how anything works on aw. This needs major balancing and my suggestion is creating a focus group with actual conceptual knowledge of the game to get further ideas from. Far to many people are one trick ponies who only play one game type and are making suggestions twards benefiting there niche game type, while there ideas would completely destabilize or ruin other people's games.


    My suggestions are as follows,

    -Varying price based on usefulness, rather then a flat rate of 700.

    - Cheaper in general, maybe no more then 500 for any current unit.

    -Capture base percentage, give a 10% chance to be captured rather then destroyed.

    -Scorched earth special feature, to destroy your own buildings at will.

    - Attack order, make sure they are the last thing attacked when attacking a city, unless your scorched earth then it is the first thing attacked. Note scorched earth loses the ability to capture anything.

    -Turn off random chance to find in a city, the price is to high and would seriously hamper low income games such as in Africa or poor maps.

    - Customizable, give us map creator tools to create and make are own unique structures, this way people can add there ideas they have here to there spacific map niche without ruining other people's map preferences.

    If I think of anything else I'll add it here. Be careful going forward with this at all, the wrong moves or decisions could completly destroy this game. Vice versa if executed correctly this could be the shake up the game desperately needs.

    Upvote if you agree so the admins will notice.


    Best one so far I think everyone can agree c
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    The Gifted INC.


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    01.06.2018 - 17:14
    bump any word on these
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    I demolish my bridges behind me...then there is no choice but to move forward

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    01.06.2018 - 23:24
    Написао Mr Tyler, 01.06.2018 at 17:14

    bump any word on these

    clovis probably working too hard on map editor
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    09.07.2018 - 19:30
    Can't test buildings in normal game situations due to having no upgrades in game server.
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    14.09.2018 - 00:04
    Is Clovis still on the team?
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    Planet Howdy Prison = 152/89.
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    28.09.2018 - 06:38
    Whatever

    give beginners all upgrades

    make it more competetive
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    09.01.2019 - 23:09
    Bump!
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    Embrace the void
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    14.01.2019 - 02:39
    Bad idea atwar isnt rp
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