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Thread: Nation Wars Redemption V2.1

  1. #11

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    The random events change is terrible. Why even have it in the first place? I mean, what's the point? Let's just guess a random number and whoever gets closest wins the round

  2. #12
    Join Date
    Aug 2007
    Location
    new york
    Posts
    1,813

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    If we add turrets to the game we would likely get even more flack from the earth community.

    There units are spies, troops, jets, turrets and tanks.

    Spies are used for well... Spying
    Troops for ground attacks
    Jets for destroying land
    Turrets for def (like sams)
    Tanks to destroy buildings

    Also, they use oil for war attacks and not for upkeep.

    With the changes this set there are some differences to keep in mind between tanks and infantry.


    Infantry had a much higher military str then tanks.

    Tanks had a much higher nw then infantry.

    If you were planning on warring, infantry was the best move.
    Tanks if you were netting.

    There was only 1 nation supporting infantry last set and that was ZA.

    As for bombers, they are kinda useless since they provide 0 defense.

    Also, maybe have alternating values for attack and def.

    Infantry for def would be 1.6 while str would be 1.2 or so. Meaning infantry was giving you a lot more def then str.

    Tanks would have def of 6.5 with and attack of 10.5 meaning they would be great for attacking not for defending.

    Jets 4.42 attack and maybe 1 def.

    Etc.
    Nations
    [usa] x 48[wlf] x 8 [want] x 3 [tng] x 1 [NS] x 8 [px] x
    1 [HuuF] x 1

  3. #13
    Join Date
    Sep 2007
    Posts
    794

    Default

    awesome additions pres!!!

  4. #14
    Missionary Guest

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    Quote Originally Posted by Mr President View Post
    We could do that. The only reason they are separate right now was to help the techer strat.
    i see where your coming from but no1 remains techer for much more than a week or so, the amound needed to fill both on tech centre isnt much more. think it hampers both farmer and oiler more than it gives gains to techer.

  5. #15
    Join Date
    Dec 2008
    Posts
    385

    Default

    Imo bombers are were not useless, but they are now as you removed the lvl 12 event for them.
    Last war we had in NiP we had 2-3 states with bombers using them to great effect

    Making inf and tanks in to 1 unit, also takes away a strategic choice of being depended predominately on oil or food.
    Since oil was introduced NiP been supporting tanks, for main reason of not being dependent on two other strategies, only one (yes we all need food too but its small amount so no big loss if purchased from BM)

    Strategy merge of Oil/Food/Tech is a good and bad idea.
    I think it is good for now, as we are small members and if war happens and Farmer/Oilers get killed then there is no replacement, as we saw last set. So as one strategy being able to set production liek INDY it would work great, as there is mmore demand for tech in war times too.
    But if membership grows, then why not have 5 strategies instead of proposed 3.

    IMO leave those three as it is, and work on units first...when you get units sorted then you can see better what opportunity there is for Farmers Oilers and Techers.

    I agree with Heyneken about the random events too..I thought lvl 12 bombers and spies was perfect. Leave out the key units out of the random events. As previously random event were mainly beneficial to warring and didn't not have much effect on netting.
    Now if you get a random during first few days on level 8 tanks, then it straight up gives u a huge advantage, and in a race to the top this small random event would almost determine the winner.

  6. #16
    Join Date
    Feb 2008
    Location
    ESTONIA!
    Posts
    196

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    lvl12 spies kicks ***! And why not.. as your state grows, the strenght of your troops fades and you need science to regain that? Kinda like nations tech. (I have not thought about the details.. just a random thought). Otherwise I would need feeders, if I want to win as a scientist.
    [4:06:20] Pavel:
    Stepps : Always a good idea to try and get atleast 1 Estonian in your nation instead of what we got

  7. #17

    Default

    Quote Originally Posted by Missionary View Post
    with the whole oiler, farmer problem. why not just merge the nation tech for oiler and farmer so they are under 1 tech option. both would get the bonus and you can still build on farmer and oil as seperate buildings to increase production. this way the lack of one would make it far easier to switch to the other as demand changes within the set.
    This. Techer is doing just fine. I dont believe any nations have been supporting both Farm and Oil to this point. I think having seperate Techs would be possible if there was enough demand for the resources that a nation could run only oil/farm and support an NA.

    If you want to help the tech strat, make it so unit levels need science to maintain there lv8 status every couple of turns. Unless there is set long demand for science techer will always be a 2 week strat tops.
    [TNG][WLF][LoR][WINGS]

  8. #18

    Default

    I removed the random event changes. The only military random you can receive is level 12 Jets, Bombers and Spies.

    "You counted on America to be passive... You counted Wrong!"

  9. #19
    Join Date
    Sep 2007
    Posts
    794

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    I agree with joey...I played techer for about 2 weeks maybe into the 3rd week

    maybe have the amount of tech increase based off how much networth you have or certain times in the round...if you upgrade early than the less needed but the longer you wait the more you need??? idk just throwing out ideas

  10. #20
    Join Date
    Mar 2008
    Posts
    145

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    I enjoyed reading this thread and enjoyed every post on it. Good ideas!

    Northbabylons turret idea I can understand well and even though it is a good idea, I vote for not implementing it because it is another change that makes things different but not much better.

    Quote Originally Posted by Mr President View Post

    Summary:
    merge oiler/farmer - Will happen in near future
    lose tanks- Will happen along with bombers
    Very good! I'd even merge techer in there so it would be easier. We need the game to be more like checkers and less like chess if we ever think of getting any new players (both games are good). Remove as many confusing factors as possible. The game will still be fun and this games strongest sides for new players are 30 days set system, strategy and stuff like grabbing, warring, netting etc. Weakest side is that this game is too hard to learn when there are so many different factors that may ruin your whole set. Lately I have tried out some text based online games and most of them are too confusing. Every game wants to be different I guess. I'll end this topic as we all have talked a lot about new players and what needs to be changed to get them.

    3-6h market time. Very good!

    Last thing - make tanks minimum price 10-15% lower from max price, just like it is for every unit except tanks which has 30%.
    Only sky is the limit.

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