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Update idea: Kill rate card: 2020-06-11 09:13:15


alexclusive 
Level 65
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An adjustable card that changes the kill rates for one turn. Example: Given that the card changes the kill rates from 60/70 to 60/80. A player predicts that he will be attacked with a big stack next turn and plans a defense. Therefore, he plays the card to improve the outcome. If it changes the rates from 60/70 to 70/70, the opposite is true: A player wants to execute decisive attacks and plays the card to improve his outcome. One could also create templates with two kinds of this card, one for improved defense and one for improved attack. Your thoughts?

Edit: It could be programmed in a way that the effect is “Defensive kill rate +10%” or “Offensive kill rate +10%”. So if player A plays two offensive cards and player B plays one defensive card in a 60/70 game, the outcome would be a kill rate of 80/80.

Edit 2: To develop strategic templates with this, it is necessary to make sure it does not influence attacks against neutral territories, only player versus player.

Edited 6/11/2020 09:18:58
Update idea: Kill rate card: 2020-06-11 09:14:36


Kenghis Ghan 
Level 61
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An interesting idea, although how would it work if more than one person plays one?
Have a good day!

Kenghis G.

Edited 6/11/2020 09:15:51
Update idea: Kill rate card: 2020-06-11 09:21:00


TBest 
Level 60
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One could also create templates with two kinds of this card, one for improved defense and one for improved attack


One of my mods (Better Cities) already gives a def. bonus to territories with cities. When I played around with the mod, I found that a small change (say 10%) had very little real effect on the outcome and often pointless. I would recommend at least 25%. (Keep in mind that cards like EMB has much higher %).
Update idea: Kill rate card: 2020-06-11 09:29:51


Ursus 
Level 64
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I think 25% is too OP. 10% can be really useful when your opponent calculated he has just enough to defend and then you play the card. I really like the idea, adds an extra layer to games!
Update idea: Kill rate card: 2020-06-11 09:37:58


Beep Beep I'm A Jeep 
Level 64
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I would never play such a game in multiplayer tbh, but I think it would be really cool for SP level creators.
Update idea: Kill rate card: 2020-06-11 09:40:25


TBest 
Level 60
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I think 25% is too OP. 10% can be really useful when your opponent calculated he has just enough to defend and then you play the card. I really like the idea, adds an extra layer to games!

From a balance perspective, let's try to think of 'power' in terms of 'armies'. If you give it a kill rate boost of 10%, then that is often the same as just killing an extra army. Even, if you always round up. I agree this is useful in some cases, but it's not a powerful card. For example the normal +5 armies is much much better unless you have loads of armies in the game.

Now that being said, if someone made such a mod, they would probably make the % tweak-able by the user.
Update idea: Kill rate card: 2020-06-11 09:52:11

(deleted)
Level 62
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i agree with TBest, 10% isn't going to make much difference. Not game changing, barely even turn changing.

You need 100 attackers to get a difference of +10 from a 10% attack bonus. Just get a +10reinf card is the same effect, already exists and last longer (until the troops die).

As said, EMB card is often 5 times, so 500%
A normal 1v1 ladder game isn't going to be effected by +10% either way for a couple of turns and once you get a large number of troops, then 10% isn't much of a change.
Go big, go hard with 25%
Update idea: Kill rate card: 2020-06-11 10:05:05


Beep Beep I'm A Jeep 
Level 64
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10% is a lot, and it can be gamechanging. Mainly due to it's unpredictability when the opponent is playing it. Which means that you are forced to deploy like 2-3 armies more than usual to make sure you can defend something guaranteed, and you have to do this for the whole game until the opponent actually plays the card. This is a huge change in gameplay.
Update idea: Kill rate card: 2020-06-11 10:28:04


alexclusive 
Level 65
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I agree with AI. Also, I do not believe that this can be compared with the reinforcement card, because you play the reinforcement card for yourself only. If a kill rate card is played stupidly, you may even give the opponent a bigger advantage than yourself.
Update idea: Kill rate card: 2020-06-11 10:29:57


TBest 
Level 60
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FYI:

Edit 2: To develop strategic templates with this, it is necessary to make sure it does not influence attacks against neutral territories, only player versus player.


You can make it only work on player v player attacks. So no need to worry about that when making a template.
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