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Posts: 25   Visited by: 168 users
07.04.2019 - 16:49
Naming and adding flavor images isn't really important here, but I had some ideas for new buildings.

Supply Depot:
+2 movement range for all units leaving the city (+3 for Militia).
Only +1 if you are playing with Iron Fist strategy.

Observation Post:
+10 defense against stealth units.
Reduces the Radar Array cost by -300 (only if built in the same city).

Command Center:
+4 to critical chance for all units recruited in the city.

Hospital:
+1 HP for all Militia recruited in the city.

Commercial Center:
+15 income per turn.
It adds +12 income per turn to your finances. In 10 turns you will have +120; in 20 turns, it will be +240).

Training Camp:
+1 attack and -1 movement range for all units leaving the city.



Strategies:

Combat Engineer
  • Fortifications costs 100 and have a new feature: -2 upkeep for all units in the city.
  • Training Camp have a new feature: Automatically recruits 1 Militia for free every reinforcements turn.
  • +1 movement range for Militia.
  • +1 to defence for Infantry and Militia.
  • -1 to attack for Tanks and Bombers.
  • -30 cost for Air Transports.



Update #01 (07/04/2019)
• Commercial Center added.
• Urban Warfare added.
• Combat Engineer added.

Update #02 (08/04/2019)
• Command Center gives +3 critical chance instead of +1.
• Observation Post also gives -300 discount to the Radar Array.

Update #03 (09/04/2019)
• Commercial Center gives +10 income per turn instead of +5.

Update #04 (12/04/2019)
• Supply Depot gives +1 movement range to players using Iron Fist strategy.

Update #05 (14/04/2019)
• Training Camp added.

Update #06 (10/10/2019)
• Combat Engineer strategy received a two new features.
• Commercial Center gives +12 income per turn instead of +10.

Update #07 (22/12/2019)
• Urban Warfare removed.
• Combat Engineer now gives -30 cost for Air Transports.
• Supply Depot gives +3 movement range for Militia instead of +2.

Update #08 (11/04/2020)
• Command Center bonus increased from +3 to +4 critical chance.
• Hospital now affects only Militia.
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07.04.2019 - 20:11
I like these actually. Nice work!
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We are not the same- I am a Martian.
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07.04.2019 - 20:26
Looks great for a scenario
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07.04.2019 - 21:38
Written by Estus, 07.04.2019 at 16:49


1. yes
2. no
3. no
4. no
5. maybe
6. no
7. no
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08.04.2019 - 03:47
+1 crit is like nothing .-., especially when there is +1hp building
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08.04.2019 - 12:12
Written by bubartem, 08.04.2019 at 03:47

+1 crit is like nothing .-., especially when there is +1hp building


Updated.
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08.04.2019 - 14:39
Estus my man Great ideas!
What about the Commercial Center though? If it costs 700 it's not worth to build if you only make +100 in 20 turns?
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08.04.2019 - 15:17
Written by Estus, 07.04.2019 at 16:49


Commercial Center:
+5 income per turn.
Yes, it adds +5 income per turn to your finances. In 10 turns you will have +50; in 20 turns, it will be +100).


Y. 10 income per turn, 200 cost.
In 20 turns, 100 income is nothing.
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http://atwar-game.com/forum/topic.php?topic_id=14714&topicsearch=&page=
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09.04.2019 - 10:19
Zoyarox, you and Mauzer Panteri are right. Commercial Center needs a buff.

Updated.
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10.04.2019 - 10:24
I like the idea, but I think supply depot and hospital are debatable. Especially for iron fist.... Supply depot giving +2 range basically negates iron fist's -2 range debuff and hospital giving +1 hp to units already receiving +2 hp. Maybe make supply depots give +1 range when using Iron fist or remove it altogether.
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10.04.2019 - 15:46
Written by Black Vortex, 10.04.2019 at 10:24

I like the idea, but I think supply depot and hospital are debatable. Especially for iron fist.... Supply depot giving +2 range basically negates iron fist's -2 range debuff and hospital giving +1 hp to units already receiving +2 hp. Maybe make supply depots give +1 range when using Iron fist or remove it altogether.


You are correct, but is it worth? Spam Supply Depots and Hospitals would cost a lot
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10.04.2019 - 17:46
Written by Estus, 10.04.2019 at 15:46

Written by Black Vortex, 10.04.2019 at 10:24

I like the idea, but I think supply depot and hospital are debatable. Especially for iron fist.... Supply depot giving +2 range basically negates iron fist's -2 range debuff and hospital giving +1 hp to units already receiving +2 hp. Maybe make supply depots give +1 range when using Iron fist or remove it altogether.


You are correct, but is it worth? Spam Supply Depots and Hospitals would cost a lot

Yes that is true, but still it would make iron fist meta in any game with higher than 15k starting cash. In 25k-50k games(yes a lot of people still play games with this much money) iron fist would be unbeatable because you have units with +2 hp and they can just keep up supply depots because 700 cost for buildings(that's cost without upgrade you suggest) of 50k cash is nothing. Also I understand you get +2 range for only 1 turn but you can plan ahead. You can load the troops with +2 range into a transport/air transport then move them closer to the destination and move them off transport with their range now buffed. Not only would iron fist become unbeatable in defense, it's offensive value would be powerful as well.
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11.04.2019 - 11:56
Written by Black Vortex, 10.04.2019 at 17:46

Written by Estus, 10.04.2019 at 15:46

Written by Black Vortex, 10.04.2019 at 10:24

I like the idea, but I think supply depot and hospital are debatable. Especially for iron fist.... Supply depot giving +2 range basically negates iron fist's -2 range debuff and hospital giving +1 hp to units already receiving +2 hp. Maybe make supply depots give +1 range when using Iron fist or remove it altogether.


You are correct, but is it worth? Spam Supply Depots and Hospitals would cost a lot

Yes that is true, but still it would make iron fist meta in any game with higher than 15k starting cash. In 25k-50k games(yes a lot of people still play games with this much money) iron fist would be unbeatable because you have units with +2 hp and they can just keep up supply depots because 700 cost for buildings(that's cost without upgrade you suggest) of 50k cash is nothing. Also I understand you get +2 range for only 1 turn but you can plan ahead. You can load the troops with +2 range into a transport/air transport then move them closer to the destination and move them off transport with their range now buffed. Not only would iron fist become unbeatable in defense, it's offensive value would be powerful as well.


That leaves two possible solutions at the moment:

A) Limit the number of troops that can get the movement range bonus.
B) Increase the cost of Hospital and/or Supply Depot for those who are playing Iron Fist (or remove it).
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11.04.2019 - 15:57
Written by Estus, 11.04.2019 at 11:56

Written by Black Vortex, 10.04.2019 at 17:46

Written by Estus, 10.04.2019 at 15:46

Written by Black Vortex, 10.04.2019 at 10:24

I like the idea, but I think supply depot and hospital are debatable. Especially for iron fist.... Supply depot giving +2 range basically negates iron fist's -2 range debuff and hospital giving +1 hp to units already receiving +2 hp. Maybe make supply depots give +1 range when using Iron fist or remove it altogether.


You are correct, but is it worth? Spam Supply Depots and Hospitals would cost a lot

Yes that is true, but still it would make iron fist meta in any game with higher than 15k starting cash. In 25k-50k games(yes a lot of people still play games with this much money) iron fist would be unbeatable because you have units with +2 hp and they can just keep up supply depots because 700 cost for buildings(that's cost without upgrade you suggest) of 50k cash is nothing. Also I understand you get +2 range for only 1 turn but you can plan ahead. You can load the troops with +2 range into a transport/air transport then move them closer to the destination and move them off transport with their range now buffed. Not only would iron fist become unbeatable in defense, it's offensive value would be powerful as well.


That leaves two possible solutions at the moment:

A) Limit the number of troops that can get the movement range bonus.
B) Increase the cost of Hospital and/or Supply Depot for those who are playing Iron Fist (or remove it).

IMO, just reduce range bonus for IF to +1 range and it's fine. so IF still gets -1 to units, though their infantry and marines will return to normal range with the faster infantry/marine bonus, I think that's a good middle ground
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12.04.2019 - 15:02
Written by Black Vortex, 11.04.2019 at 15:57

Written by Estus, 11.04.2019 at 11:56

Written by Black Vortex, 10.04.2019 at 17:46

Written by Estus, 10.04.2019 at 15:46

Written by Black Vortex, 10.04.2019 at 10:24

I like the idea, but I think supply depot and hospital are debatable. Especially for iron fist.... Supply depot giving +2 range basically negates iron fist's -2 range debuff and hospital giving +1 hp to units already receiving +2 hp. Maybe make supply depots give +1 range when using Iron fist or remove it altogether.


You are correct, but is it worth? Spam Supply Depots and Hospitals would cost a lot

Yes that is true, but still it would make iron fist meta in any game with higher than 15k starting cash. In 25k-50k games(yes a lot of people still play games with this much money) iron fist would be unbeatable because you have units with +2 hp and they can just keep up supply depots because 700 cost for buildings(that's cost without upgrade you suggest) of 50k cash is nothing. Also I understand you get +2 range for only 1 turn but you can plan ahead. You can load the troops with +2 range into a transport/air transport then move them closer to the destination and move them off transport with their range now buffed. Not only would iron fist become unbeatable in defense, it's offensive value would be powerful as well.


That leaves two possible solutions at the moment:

A) Limit the number of troops that can get the movement range bonus.
B) Increase the cost of Hospital and/or Supply Depot for those who are playing Iron Fist (or remove it).

IMO, just reduce range bonus for IF to +1 range and it's fine. so IF still gets -1 to units, though their infantry and marines will return to normal range with the faster infantry/marine bonus, I think that's a good middle ground


Probably not worthy building it just to get only +1 range. But it is updated.
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14.04.2019 - 14:06
New building added!
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15.04.2019 - 15:35
Written by BannedFor1Year, 14.04.2019 at 23:31

Nerf commercial center

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18.04.2019 - 17:55
Written by BannedFor1Year, 14.04.2019 at 23:31

Nerf commercial center


Probably doesn't worth building it if you are going to earn less than that.
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24.06.2019 - 21:56
I always remove buildings from the room I host. They are so noob-ish. Nobody who is good enough really uses them if playing with ppl on the same lvl.
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10.10.2019 - 10:10
Updated.
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10.10.2019 - 10:35
Supply Depot: Sounds fine to me, though I could honestly see this only only being really used with IF... and even then, buffing IF is a priority of mine anyways.

Observation Post: For World games, this would be a boon. Whenever MoS is buffed and if Reconnaissance ever comes out, this might even be good in comp. Radar Array will eventually be buffed to include Stealth detection if Dave approves it too, so nice synergistic effect there.

Command Center: Doesn't seem all that meaningfull, if I'm being honest. Attaching that effect to units isn't possible at the moment, either.

Hospital: See Command Center.

Commercial Center: +X Income effect has been talked about for the Bank unit actually, but if Dave rolls with buffing upkeep instead, this would become viable.

Training Camp: I would rather have Range than Attack.

Urban Warfare: This sounds worse than our current build of Industrial Powerhouse on the test server... which is already not very good (yet).

Combat Engineer: This actually sounds really interesting so far, I'm intrigued. Make a new thread just about this, or PM me and we can hash out the details and maybe even make a proposition to the Implementers about it.

Good thread, keep up the good work!
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10.10.2019 - 11:19
Written by Garde, 10.10.2019 at 10:35

Combat Engineer: This actually sounds really interesting so far, I'm intrigued. Make a new thread just about this, or PM me and we can hash out the details and maybe even make a proposition to the Implementers about it.


Nice point of view, Garde.

About Combat Engineer, the core of this is strategy os cleary defence and the management of your Militia units, since it has +1 defence and spawn for free with the Training Camps.

The reason for the +1 range for Militia is a response to the Training Camp. Creating stacks of Militia would be the best option for the Combat Engineer, specially when combining it to the Training Camp + Fortifications, because the stack would have +3 defence (+1 from strategy, +2 from building) and an attack buff of +1 coming from the Training Camp.

Decreasing the cost of Air Transports might be an option too, since until now it is a very static kind of strategy.
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22.12.2019 - 17:14
Updated.
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22.12.2019 - 22:43
Im definitly always going to play as Commercial Center D
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11.04.2020 - 14:03
Updated.
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