WWII: WOS - The Next Generation

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WWII: WOS - The Next Generation

Postby Hunter on Sat Oct 03, 2009 2:27 pm

As stated in ingame messages, Superman is actively working on the rewrite again and we expect an Alpha (semi-playable) version in the next 75 days.

Some of the fundamental changes will be behind the scenes, but most importantly will be the ease of changing game balance features. You can also read that as meaning that scenarios will be much easier to create - such as an Armageddon-type round, a Nuke Free round, various victory conditions (land ownership versus total GNP, for example), etc.

So many things will now be variables that changes can be made and unmade quickly, even within a round.

Just a few of the fundamental changes are:
EVERYTHING will be passive. Meaning, production, research and debating will be just like tax income - if you have resources and land allocated/available, they will be used EVERY turn. This will inherently close the gap between new players and vets, something that is a high priority for us. When you attack, your factories will continue to produce weapons. When you gather intelligence or do other ops, factories and research will continue. Clearly, game balance will change, which is why the ease of changing things will be very important. Econners need not fear, because we KNOW we have to reduce the output of factories right off the bat.

Techs will be inter-dependent, and because research will happen every turn, Tech and Law queues will be set up. You will be warned when your queue is empty, so that you will not miss an opportunity to research while doing something else.

Graphics will be improved, of course, and long-standing desired changes to intelligence techs, laws and techs will be done and easy to change in the future.

Premium time will be replaced by a token system, which will allow you to select only the enhancements you want will be selected. More on those options later. But suffice it to say that there will be MORE options than today.

Hate to see those players at the top become unbreakable? Well, join forces with your teammates and break that target TOGETHER. Joint Territory Invasions will be available for you to combine your army with others to launch joint strikes against a target. No one will be safe any more! lol

A tutorial will also eventually be implemented, and the way Jamie is setting things up, this will nto be difficult once the main game is online and running.

Watch here for updates.
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Re: WWII: WOS - The Next Generation

Postby Hunter on Tue Oct 13, 2009 12:34 am

Just a little update on what things have been discussed and are being coded. Many of these things have been mentioned by Superman or others in the forums.

We will no longer have resets in the new game. Instead of EVERYONE resetting and becoming attackable at the same time - flooding the game for short intervals if you are lucky enough to be able to get on and play - and not intelled, everyone will have a delay time after being attacked for that attack slot to clear. For example, you can be attacked twice in 6 hours. Each of the attacks (successful only, of course) is independent of the other. Someone invades you at noon, then again at 2:15. You can't be attacked until 6 PM (once) and 8:15 PM. Maybe it's slightly random, maybe not. But it can be changed. Bottomline is: whenever you are able to play, statistically, the same number of targets should be available to attack. Refreshing "robotic" territories will also be a possibility.

Intel could work the same way. So, if you get caught, you get caught, but you will be protected either for a much longer number of turns than today (2) or potentially time-based, like described above. Eliminating the frustration of being ridden by an inteller is a major focus. Not to say that intelling won't be fun...cause there will be so many more operations to choose from...good ones.

Standby may become a thing of the past. Want to attack EVERY TURN? Go ahead. This is purely conceptual, but your units may have a fatigue factor that is based on how long ago THEY attacked. Have 6,000 units? They start at 100% effectiveness. Send them all to attack and they go to 0%. Maybe they come back 20% per turn. Want to send them out fatigued? You can, but be prepared to lose more of them than if they were fresh. Forced marches suck! Your troop status would be readily apparent, so no worries there. Maybe their readiness will affect their defensive capability, adding another unknown to enemy attackers.

Intel agents may work the same way, sort of. Have 5,000 agents? You can choose how many to send on each op. Want to do 1 massive intel op against a hard target? Send them all. But, they will be unavailable for anything else for awhile.

As for unit usefulness, we will likely change the characteristics of unit offense/defense. Should infantry be more valuable on offense? Maybe only when coupled with tanks...arty and infantry? Not as powerful as arty, tanks and infantry. Interdependence of combined unit forces in their effectiveness. Complicates things, so we need to discuss more.

There has been a lot of discussion about "scale". I think we universally agree that having 300,000 tanks is a bit ridiculous. Production will be cut way back, and unit prices (or income) will also be dropped so that econ/production stays in balance. I'd personally like to see land stay in the same range as it is today, but have unit creation be reduced so things are more "reasonable". You start each round as the leader of a small sector, 2,000 sqkms in size. Given your base resources, build and conquer...achieve recognition from your fellow countrymen for the actions you take...

Eminent Domain. If I have my way, it will disappear. What's more noob-unfriendly than having them be at 1900 kms at emergence when every vet is at 2600+? What is ED good for anyway? Except for that wild Thomas-exploit, not much. Starting everyone out at the same place without ED - full population, full land...all even. It is what you do NEXT that will set the vet apart from the rookie. But, it won't be as dramatic a deficit. And, there will probably be a whole lot fewer revolts too!

Superman and I discussed a lot about victory conditions, and how we want to be able to change them. Gain a certain percentage of land...build the first 10 nukes...5 on 5 on 5 on 5 on 5 team play. Germany vs. France! (shortest round possible). Lot's of possibilities.

Specialized units for each country - available through research. That instead of country bonuses...or maybe in addition to MINOR country bonuses. Germans get an extra tech for Uboats, Brits for Paratroopers (SAS), Russians for intel operations (KGB), etc. Some inherent differences will be present, but it is unlikely to remain as it is today.

Hatred has suggested (and I like) a General's screen showing you and your history - beyond Legends, but including that experienced-based system. Victory medals, purple hearts, campaign medals, etc.

Superman is working on construction code. He's making good progress with the game fundamentals. None of the things above have been finally decided, other than to make sure that we CAN do them within the structure he is coding. First thing is build the skeleton and make sure it has the capability to be flexible. Numbers balancing etc. comes later.

Thanks for all of your feedback. I try and read it all!
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Re: WWII: WOS - The Next Generation

Postby Hunter on Thu Nov 26, 2009 2:00 pm

This was supposed to go out in the mass email, but we're having trouble with that...anyway:

The Alpha version of the game rewrite continues. Jamie (Superman) is now writing the combat code, and there will be some significant improvements to the way battles are waged. For example:

Unit strength will no longer be just Offense/Defense. Each unit will have an Attack strength, a Bombardment strength and a Survivability strength. Battles will be waged in stages. First will come the battle for Naval supremacy. Units will clash and only one side will dominate the seas. That side will be allowed to BOMBARD the other side's ground and platoon units, causing damage but more importantly, SUPPRESSION. Suppressed units will be unable to aid in the final stage of the battle.

Then comes the battle for Air Supremacy where the same mechanics play out.

After each of these stages, you can choose to CONTINUE or RETREAT! If things look bad, RETREAT and save yourself from a humiliating and costly defeat!

Lastly comes the ground battle First is the Bombardment phase. Then comes the battle where all the ground units and platoons come in. If you achieved Air Supremacy, your paratroopers will drop behind enemy lines and be VERY effective combat units. Otherwise, they fight at reduced effectiveness as Light Infantry. Same thing for Marines.

Another change will be a move towards more of an RPG arrangement. There will be an ongoing experience system, but instead of ranking from Private on up, you will always be the leader of your territory. Experience will gain you combat ribbons, medals, and Talent Points which will help tailor your leader every round to be the best at whatever you choose (intel, research, nuking, economics, battle, etc.).

Laws will no longer be debated by Politicians. You will simply choose a set of laws that will define how your territory will operate. Nuke Pact? Well, not until later in the game, since no one knew about nukes at the beginning of WWII! DUH! Like Nuke Pact, some new laws will become available at various stages of the game, creating choices for you as leader.

Fortifications will no longer be an "either/or" choice. You will be able to add fortifications AROUND your built land. Fortifications will come in 4 forms:
Coastal Guns, which will be manned by Marines and add to your defense in the Naval Supremacy phase of battles.
AA Batteries, which will be manned by Paratroopers and add to your defense in the Air Supremacy phase of battles.
Pillboxes, which will be manned by infantry and add to your defense in the final ground phase of battles.
Each sqkm fortified will give a FIXED defense bonus, not a percentage bonus.

Lastly are Bunkers. Bunkers are places for your ground and platoon forces to seek shelter during enemy bombardment. They will redeuce casualties and decrease the number of units your enemy suppresses in their bombardment phase. Bunkers do not require "staffing" by platoons.

These, and many more changes will be part of the Beta version of the game which will be out after the 1st of the year.

The restricted Alpha will be out in December and will allow play-testing of the fundamental working of the game. That "breakage" mode will continue while Jamie codes the interfaces for the Beta.

These are exciting times! Come join the battle with your old friends while the new game takes shape.

We'll be re-auctionning off all of the original numbers when the Beta posts, so make sure you are around for that!
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Re: WWII: WOS - The Next Generation

Postby Hunter on Wed Mar 10, 2010 1:29 am

War of Supreacy: The Next Generation

The ALPHA version of the game rewrite should be open to the Alpha team on Monday. This is a very coarse version of the game that is not open to all players. That will be the BETA version, which should be available in the next 60 - 90 days.

The ALPHA version has combat, economics, production, research and construction functionalities active. The Alpha team will break-test the mechanics as Jamie continues to work on the BETA coding.

This is an important milestone in the re-tooling of our game.

Thanks for your continued support.

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Re: WWII: WOS - The Next Generation

Postby Hunter on Fri Jul 09, 2010 8:59 pm

Superman (Jamie) has just posted a new Alpha version for the play-testing group. In it he has implemented laws (which will no longer be debated by politicians, rather "bought" using law tokens earned throughout the game) and intel (which has been completely revamped).

He has battle code close to working, and techs need a little tweaking as they broke upon implementation of the recent alpha...no big deal, just a little coding fix.

He will then work on the swiss market and messaging functions then turn to the interface. Once the interface is operational, the game will be posted as a beta for all to playtest.

So...progress...

I'll post more about intel soon...

Thanks for supporting the game, and if you aren't playing SV this round, please join in! Message me for 200 catch-up turns!

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