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VTTruck

Berserker

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you dont think the larger undulation of waves in the open sea would slow down amphibic and speedboats?
if anything the real boats should move normal and small boats slower. also representing that the
smaller cousins are meant for near shore operation.

Darkbee

Berserker

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In TBS games that I've played deep water is typically the domain of larger naval vessels like Battleships, Destroyers and Subs, while the shallower waters are for patrol boats (speed boats) and landing boats (unit transport). In each case, the types of vessels described are restricted to their depth of water.

Naturally, it means that you have to have at least one deep see hex connecting a harbor to the rest of the deep water (if you want it to be able to produce larger ships and have them go somewhere) but you can use shallow water to prevent larger ships sailing down "rivers" inland, and also to keep larger ships away from land in general.

I like the idea of having at least 2 different water depths, I don't think it would alter gameplay too drastically but just enough to make things interesting.

Rahl

Raider

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VTTruck wrote:you dont think the larger undulation of waves in the open sea would slow down amphibic and speedboats?
if anything the real boats should move normal and small boats slower. also representing that the
smaller cousins are meant for near shore operation.



I meant movement cost, so boats/subs move faster, hover/speedboat moves same; although I could see boats/subs move same, hover/speedboat move slower could work out too.

DieNacht

Trooper

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I like the idea. But why not make the cities produce troopers (and maybe Raiders). You can recruit/draft people of a city into the army/militia and raiders are light vehicles so I think a normal city can produce such a thing (but everything else shouldn't).

Lucian

Berserker

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I don't see why subs would really move any "quicker" 1000m under the sea then they would at 500m. Jetboats and hovers would hover need to contest with the massive waves. This could also be used well with say shallows and coral tiles to give the big bad boys a bit of a disadvantage as well.

Casaubon

Tank

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I support the requests for
bridge++++
road+++
deep sea++
town++ (income generating tile with no production ability)
victory spot+ (for capture the flag play)

I´ve made many many non geometrical maps. I´d love to have more options making them feel more realistic!

Shulgin

Tank

Offline

+1 deep sea

for the reasons rahl pointed out well. in my opinion all the other stuff would needlessly complicate the game. what we need it proper team play (it's been a while since somebody mentioned that in the forum )

Lucian

Berserker

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All the ones Casa mentioned along with shallow water. Shallow water should allow light and heavy troopers, hovers and jetboats to cross. It'll be the bomb for rivers.

Casaubon

Tank

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if they d realize shallow then tanks should be able to cross as well

Lucian

Berserker

Offline

Yeah... at a movement rate of 1 per turn I guess it'd make sense. Then again heavy troopers wouldn't be any quicker.

Casaubon

Tank

Offline

see original Weewar Terrain Wiki here
see this message (updated 24th of March) in html here



Notes Land
  • NEW: Towns generate half the income specified (for cities) and can not produce any units.
  • NEW: Roads have no combat effect on terrain tiles they cover but increase movement only.
  • (Road tiles of any shape can be placed on plain, forest, swamp, mountain, sand)
  • NEW: Tank is besides trooper the only land unit capable of crossing shallow water with a -3 modifier on attack/defence and +0.7 on movement.
  • Ground and hovercraft units repair 6 points on a Repair Field.
  • NEW: Bunkers can be captured and in game setup optionally activated as victory points (capture the flag mode enabled).

  • Notes Navy
  • Subs have a -2 modifier on attack while on harbors and have now a NEW +2 modifier in defense on deep water.
  • NEW: Bridges can be crossed by navy with a -1 modifier in movement and defense.
  • NEW Speedboats are not affected by any modifiers for naval units on harbor and bridge but have a +0.3 movement and -1 defense modifier on deep water.
  • NEW: Destroyer, Sub, Battleship can not enter tiles of shallow water.
  • Amphibious units (hovercrafts) have a -1 modifier on defense while on airfields, harbors, deep water and also a NEW +0.3 modifier on movement in deep water.

  • Notes Aircraft
  • Air units can only repair on the owner's airfields or neutral airfields. They repair 3 points.

  • This message was edited 4 times. Last update was at 24/03/2009 18:11:27

    VTTruck

    Berserker

    Offline

    love all the concepts. would want to see them phased in slowly.

    still would want to see replay re-enabled prior to any other gameplay changes.

    Lucian

    Berserker

    Offline

    Nice. They look good. The only issue I have is with the roads going through mountains/forests... and even swamps to a degree. Would roads in these places function the same as on the plains? It seems a bit weird to have a road where vehicles cannot pass.

    Casaubon

    Tank

    Offline

    Im not sure what you mean with "where vehicles cannot pass"?

    If you dont want them to pass then you simply dont place a mouhtain with road tile but a conventional mountain tile instead in the map editor.
    NEW: Roads have no combat effect on terrain tiles they cover but increase movement only.

    If this was unclear an example might help:
    "Trooper on mountain attacks adjacent tank on swamp" has exactly the same combat calculation like
    "Trooper on mountain with road attacks adjacent tank on swamp with road" or
    "Trooper on mountain attacks adjacent tank on swamp with road"
    "Trooper on mountain with road attacks adjacent tank on swamp".

    Movement example:
    A trooper has 9 movepoints. Its moves on any tile with road would cost the same amount of movement points (regardless what kind of terrain is below). ZoC effects would not be altered.

    This message was edited 4 times. Last update was at 01/03/2009 16:31:58

    Lucian

    Berserker

    Offline

    I know that in reality we've done and made everything, but I meant in terms of game play purposes it just feels... weird. Having a hovercraft drive through a forest or mountain road... a little odd. I get what you're trying with this but it just feels off.

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