| Forum : Suggestion Box
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| Author | Topic : Resource & Troop Production speeds... |
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Genghis Bob Joined 11/11/2001 Posts : 849
| Posted : Sunday, 30 January 2005 - 18:51 I think it's a double edged sword as it DOES eliminate some of the advantages of being online specifically at time X (i.e. when your turn is renewed), but it also has some pitfalls.
Additionally, there are STILL some quirks that need to be ironed out.
For example, if I train a new set of troops in a barracks, that takes an entire turn. However, if I'm "late" getting back online I MISS troop production as those few ticks have gone by without me changing them to the new troops. So it still requires me to log on when the turn changes, just not in every scenario.
Personally, I'm still undecided about this change as to whether it's for better or for worse.... |
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sugarleo Joined 4/05/2002 Posts : 2720
| Posted : Sunday, 30 January 2005 - 20:58 In my opinion, I believe it is a good change, and something we kicked around about a year ago, if my memory serves me. Always in search of finding changes to make the (as TR would say), more intensive player's availability less of an impact. With constant troop deployment and income on each tick, no advantage is given to the first player that can log in after the turn and use the troops and income before the other player can. This IS a good change for the game.
Genghis touched on something though that I've thought about before and perhaps it deserves discussion. I'll open a thread to see what the community thinks....check 'Troop Upgrades'. |
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VivaChe Joined 6/04/2002 Posts : 1041
| Posted : Tuesday, 1 February 2005 - 13:00 i like the tick based system more. you have more options when to deploy troops and make upgrades. so good thing. |
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BigAmigo Joined 15/10/2001 Posts : 3310
| Posted : Tuesday, 1 February 2005 - 23:29 Me too,
Wait I agree with both Viva and Sugar. AHHHH!!!! |
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TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Tuesday, 31 May 2005 - 22:59 I have finally been involved in a ranked game after a very long rest and I have to say that this tick based system of incrementing troop production and resources IMO is one of the best innovations ever to the game. I mean you can enter the game at just about anytime at your convenience and find that there is something you can do without really gaining any advantages.
After the first 10 or 12 turns when you try to make every turn count, you don't even feel that you are missing turns because there is always a need to allow resources to accrue to be able to buy the next tech or upgrade.
One of the nicest benefits of this system is to be able to produce units right to the last hour before assigning a new troop to learn and only miss an hour or 2 of troop production. It's great and I'm in a 12 hour Skirmish game. 
TR |
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TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Tuesday, 31 May 2005 - 23:30 PS: I do see that Genghis Bob has made mention of assigning new troops and the need to time it just right. Yes, if there is a danger that you might not be able to assign new troop training an hour or two before the turn change, I would definitely do it at a time that would cause an alternate minimum loss of production.
Again, I think everyone has occassions when they can't take advantage of every opportunity and this is no different than it was except that you would be trying to gain as much production of the previous unit as possible before assigning the new unit and again if you miss assigning just before the turn, you will lose a whole turn of production if you assign the new unit immediately after the turn change; but I still prefer it this way.
TR |
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Beserk Joined 28/03/2005 Posts : 70
| Posted : Wednesday, 1 June 2005 - 01:21 Requiem, I have unlimited access to the internet through cable and sometimes will stay logged on for two or three days, even if I'm not home, sleep or doing something else, so this change would be benifit me and other players who have high-speed or unlimited access. I would like to be able to move armies every hour, but if your intent is to keep the playing field even do not make the change unless you plan to categorize the games by type of connection. |
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TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Wednesday, 1 June 2005 - 01:52 Beserk, this is an old thread and I have finally been able to add my opinion of this change which has already been implemented a few months ago. Most of us I do think like the change because it takes away the importance literally of the "turn of events".
I think you would actually have to experience everything happening at the change of the turn to see the difference and I haven't heard anyone else complain about this since it's been implemented which is significant and means that it is accepted IMO.
PS: I have actually made an occassional complaint of trying to move units that had already been destroyed because of not being able to make moves as fast as guys with faster connections before. 
TR Last Edited : Wednesday, 1 June 2005 - 01:53 | indianraja Joined 26/07/2004 Posts : 143
| Posted : Wednesday, 1 June 2005 - 03:36 well i think the system should be impleneted only for the resource and not for the troop production | | titonator Joined 12/02/2004 Posts : 292
| Posted : Wednesday, 1 June 2005 - 03:37 i quite like it, i wouldnt mind if it stayed or not 
www.mpogd.com come on vote  | | Beserk Joined 28/03/2005 Posts : 70
| Posted : Wednesday, 1 June 2005 - 03:39 Well, it won't be the last time me being a day late and dollar short. | | TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Wednesday, 1 June 2005 - 03:57 Sorry New Guys  I really didn't mean to cause confusion or embarassment, but I really didn't have a chance to comment on this until I just recently got into a ranked game again. Again if you could have seen the difference I think you folks would agree that this really doesn't change anything for the worse but instead I think makes us all a little happier with the game.
I don't think any of us particularly like losing a whole turn of troop production that is "neither here nor there" as far as an advantage or disadvantage to anyone. It is just a matter of knowing how to take advantage of getting maximum production and I have just explained it (i.e. unless someone thinks it should be considered a bug now which I don't).
TR | |
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