I enjoy many aspects of this game. It is a strategy game, and I enjoy strategy. Strategy involves mainly involves skill and knowledge. Sure, it also involves a little luck as well. Strategy should not involve when we decide to play this game… I don't like to be the one to talk about flaws in a game I enjoy so much, rather be the one that complements on the strengths of the game. But usually the best complements come from us being quiet and content.
Well, to get to the point: Many players have issues with the advantages those have that log in after their enemies to place units. I've made a few comments on other posts about this, but in the end the post grows old and the way things are stay the same. There area also many other posts of changes that could be made to reduce the advantages later-players have. Some have mentioned fog of war, different daily cycle times, or other changes.
The easiest fix would be to change it back to how it was. It has been programmed before, and would be easy to reinstate. Basically, (for those who don't know) the game would use "invisible units". Invisible units are those that are newly placed and cannot be seen by other players until the daily cycle runs and the invisible units have moved and attacked (if commanded to).
There are 3 things some players don't like about invisible units:
1) They are invisible… How could I possibly stop a bunch of invisible tanks from running down my defenses when the cycle runs? I need to see them to respond to the attack before it happens!
2) I set air attacks on bases. But the bases are surrounded by invisible units! All my missiles and jets get shot down. How will I ever destroy those bases?
3) He keeps jumping down (or up) my coast with an invisible CT in an invisible transport. How will I ever stop it?
To each of these retorts, there is one common flaw: The player that logs on first already has to deal with these problems. He is already playing as if they were "invisible units"… Look:
1) The later-playing player already gets away with smashing through the front lines of the first player. The first player never sees those tanks until they have moved. The first player can only really play defensive: knowing that any offensive placement of units would be easily countered by the later player. I for one never try to take bases unless I play late, thus giving me the offensive (which gives me an unfair advantage for that day). The later player can also stack his troops to barley outmatch the opponent, thus letting him gain ground and the first player to be pushed back.
2) The first player already has to worry about the enemy placing units around bases that he won't ever see that day because they have not been created yet. The first player can expect his planes to get shot down already. So he simply does not try to destroy those bases. The later player can get away with it though: thus causing an unfair advantage.
3) The first player already cannot stop the CT and transport. By the time he notices that the CT has been built, it has already landed down his coastline. The first player already had his transport and CT shot down before they landed up the coast because the later player saw them. This only grants an unfair advantage to the later player. --Besides, with invisible units, the defender can employ invisible units to destroy the CT where he thinks it will land, or destroy the transport where he thinks it will go. He can also be offensive and earn the same coast hopping advantage.
So all invisible units would do is eliminate the advantages those have who log on later. The first player is already playing with invisible units!
I have not forgotten that this is Johnny's game, and he chooses how it is. I am only putting this recommendation back out there, to open a new discussion and hear some constructive arguments from both sides.
I would even suggest having a poll of this to see where the majority lies.
Well, to get to the point: Many players have issues with the advantages those have that log in after their enemies to place units. I've made a few comments on other posts about this, but in the end the post grows old and the way things are stay the same. There area also many other posts of changes that could be made to reduce the advantages later-players have. Some have mentioned fog of war, different daily cycle times, or other changes.
The easiest fix would be to change it back to how it was. It has been programmed before, and would be easy to reinstate. Basically, (for those who don't know) the game would use "invisible units". Invisible units are those that are newly placed and cannot be seen by other players until the daily cycle runs and the invisible units have moved and attacked (if commanded to).
There are 3 things some players don't like about invisible units:
1) They are invisible… How could I possibly stop a bunch of invisible tanks from running down my defenses when the cycle runs? I need to see them to respond to the attack before it happens!
2) I set air attacks on bases. But the bases are surrounded by invisible units! All my missiles and jets get shot down. How will I ever destroy those bases?
3) He keeps jumping down (or up) my coast with an invisible CT in an invisible transport. How will I ever stop it?
To each of these retorts, there is one common flaw: The player that logs on first already has to deal with these problems. He is already playing as if they were "invisible units"… Look:
1) The later-playing player already gets away with smashing through the front lines of the first player. The first player never sees those tanks until they have moved. The first player can only really play defensive: knowing that any offensive placement of units would be easily countered by the later player. I for one never try to take bases unless I play late, thus giving me the offensive (which gives me an unfair advantage for that day). The later player can also stack his troops to barley outmatch the opponent, thus letting him gain ground and the first player to be pushed back.
2) The first player already has to worry about the enemy placing units around bases that he won't ever see that day because they have not been created yet. The first player can expect his planes to get shot down already. So he simply does not try to destroy those bases. The later player can get away with it though: thus causing an unfair advantage.
3) The first player already cannot stop the CT and transport. By the time he notices that the CT has been built, it has already landed down his coastline. The first player already had his transport and CT shot down before they landed up the coast because the later player saw them. This only grants an unfair advantage to the later player. --Besides, with invisible units, the defender can employ invisible units to destroy the CT where he thinks it will land, or destroy the transport where he thinks it will go. He can also be offensive and earn the same coast hopping advantage.
So all invisible units would do is eliminate the advantages those have who log on later. The first player is already playing with invisible units!
I have not forgotten that this is Johnny's game, and he chooses how it is. I am only putting this recommendation back out there, to open a new discussion and hear some constructive arguments from both sides.
I would even suggest having a poll of this to see where the majority lies.
