More good news, everyone! It's been a while since atWar had any new content, so today we'd like to introduce an idea for a new type of unit - buildings! There are two crucial differences from regular units: they can't move (duh!) and you cannot build more than one of the same kind in one city. Here are the buildings we have for starters:

  • Recruitment Center: gives the city 3 extra reinforcements per week
  • Forifications: +1 defence to all city troops (similar to General)
  • Radar Array: 150 view range, helps to see what your neighbours are doing and catch stealth units
  • Anti-air Defences: 20 defence against air units
  • Coastal Battery: 20 defence against naval units (former rare unit)
  • Bank: -10 upkeep for every unit in the city NEW

    All buildings cost 700, have 20 hit points, 0 attack (duh!) and 1 defence. All of them are also discoverable in captured cities, similar to rare units. Unlike rare units, you'll still have to pay for their upkeep.

    It's currently possible to build/find Coastal Battery in non-port cities, this is a known issue and will be fixed later.

    Before we introduce buildings to the live server, let's get them some thorough testing at https://atwar-game-test.com!

    Feedback and tweak suggestions are welcome. I know you'll want to give suggestions on their mechanics as well, but at the moment we won't be able to change that, sorry. Here's the list of things that can be tweaked (useful if you want to suggest new buildings as well):

    Own stats:
  • Max. defence
  • View range
  • Cost
  • Critical hit chance
  • HP
  • Stealth

    Increasing other units stats (all or a particular unit)
  • Same list as own stats

    Defence:
  • Extra defence against certain units

    Special:
  • Extra reinforcements in the city

    Please note that we'd like to keep things like attack, defence, cost and HP uniform for all buildings. As you can see, you can't do that much with these limited tweakable things, but hopefully we'll be able to add new mechanics at some point later.

  •   |

    Commentaires page 2 / 3

    Obtenir une Soubscription pour cacher toutes les annonces
    Commentaires: 138   Visité par: 3118 users
    08.12.2017 - 16:35
    Ecrit par Shiva Mahadev, 08.12.2017 at 16:27

    Remove turn cost for buildings... they should be expensive but a one-time cost (low maintanance)


    No, it's fine.
    It will reduce building spam, especially in competitive Europe+ games. You'll need to be wise where and which building to buy (build).
    ----


    Chargement...
    Chargement...
    08.12.2017 - 16:37
    ----

    Chargement...
    Chargement...
    08.12.2017 - 16:44
    I do not oppose this change. It would be nice to build military bases in your cities though.
    Chargement...
    Chargement...
    08.12.2017 - 16:58
    My idea for a building unit...

    Market
    Markets would cost the same as any building, but would have a negative upkeep, ergo giving the player income in the long run. This would allow players to focus some of their cities on economy, giving them more money to fight on the frontlines. The amount of negative upkeep is something to be considered, I have ideas like -70 or -100, requiring 10 or 7 turns to make their money back respectively.This would transform Africa combat, just like the recruitment centers are going to transform Balkan combat. Thanks for reading
    ----
    Chargement...
    Chargement...
    08.12.2017 - 17:04
     Leo
    Great change that should hopefully shake up this game's stagnant meta. Looking forward to it
    ----



    Chargement...
    Chargement...
    08.12.2017 - 17:41
    Samson14
    Ce compte a été effacé
    Can you add a building that improves the ECONOMY of the city/country? Something that increases resource production every turn, i.e. a bank or trade center.
    Chargement...
    Chargement...
    08.12.2017 - 18:05
    Ecrit par Elijah, 08.12.2017 at 16:58

    My idea for a building unit...

    Market
    Markets would cost the same as any building, but would have a negative upkeep, ergo giving the player income in the long run. This would allow players to focus some of their cities on economy, giving them more money to fight on the frontlines. The amount of negative upkeep is something to be considered, I have ideas like -70 or -100, requiring 10 or 7 turns to make their money back respectively.This would transform Africa combat, just like the recruitment centers are going to transform Balkan combat. Thanks for reading


    And/or a bank, yes. Fascinating idea!
    ----
    Embrace the void
    Chargement...
    Chargement...
    08.12.2017 - 18:12
     Htin
    Finally some update to shake up the game. tiredof playing same thing.
    ----
    Hi
    Chargement...
    Chargement...
    08.12.2017 - 18:26
    Immensely happy that buildings are finally going to be added , even though i am a bit scared it will somewhat destabilize the competitive side of the game the most out of all.
    Chargement...
    Chargement...
    08.12.2017 - 18:35
    AWESOME
    ----
    Name:Chris
    Occupation: Vortex Via
    Active: Yes

    #FreePalestine
    Chargement...
    Chargement...
    08.12.2017 - 18:39
    Fascinating ideas! I like the concept, overall, and the examples you are testing seem sound. Thanks for the new dimension to the game!!

    A few thoughts from someone who loves units (and atWar) and has had some success with various World Map clones supplementing the standard unit list:

    ~ there are already AA units, so I don't see the point in having another AA-type unit, unless 1) you plan on removing the existing AA guns from the unit list, or 2) the AA buildings would have higher defense for something like missiles.

    ~ the radar sounds like a neat idea, but the range sounds pretty large to me. In my clones, I set the Spy Satellite (air rare) to 50R and 200V, and that 200 view is seriously OP when it comes to stealth detection radius! At face value, being able to build 150 view range in any city for "only" 700 cash is alarming. By contrast, with the cheap support upgrade, you can get Sentry Planes for 350 each (60 view) and cover more ground in the open areas between the stealth radii of your defense lines around your cities. What is your rationale for making the radar range so large? Are radar installations that more effective in real life than reconnaissance aircraft in terms of detection radius? I would recommend no more than maybe 100 view for a radar installation.

    ~ as others have posted, I would fully support a Market or Bank or some sort of Commerce Building that would have negative maintenance costs, so that it would be effectively a modest source of additional income.

    ~ it would be potentially great to be able to claim an opponent's building as yours if you conquer a city that has a building in it.

    That's all I can think of for now. I should try the test map and see how it goes.
    ----
    Embrace the void
    Chargement...
    Chargement...
    08.12.2017 - 19:18
    I think it would be really nice if we could make something related to transport,its very annoying how unconnected you can be with the more sparsely populated areas,and lose them easily to a concentrated attack,for example russia will always lose far east to lets say japan,even tho in real life it would move units from its population centers to the far east to fight,and i don't think carriages (or other land transport in custom maps) are a good solution,because in real life you can move units(or anything else really) along highways and railways,that are expensive and cover 1 rout(you shouldn't just make a train unit that lets you move units anywhere,but rather make an infrastructure building-road or railway that links 2 cities and lets you move units faster)
    Chargement...
    Chargement...
    08.12.2017 - 19:23
    So,what i would suggest is that you can build a railway link between 2 cities,and get bonus movement range for any unit you move from one city to the other
    Chargement...
    Chargement...
    08.12.2017 - 19:33
    Ecrit par Guest, 08.12.2017 at 18:18

    Holy shit, i remember reading about buildings years back. cant believe we're getting them. Personally i think you should add it as option to disable them. I think this will effect competitive play and not in a good way.

    only if nub
    Chargement...
    Chargement...
    08.12.2017 - 19:35
    Can we buy them on upgrades?
    Chargement...
    Chargement...
    08.12.2017 - 21:44
    I think that should be for premium players only.
    Chargement...
    Chargement...
    08.12.2017 - 23:54
    I think they should cost 1k btw, this should be a major strategical investment.
    ----


    We are not the same- I am a Martian.
    Chargement...
    Chargement...
    09.12.2017 - 02:35
    Ecrit par Chess, 08.12.2017 at 19:39

    Imp

    Now that you mention it...

    How am I supposed to rush imp now?
    ----

    Chargement...
    Chargement...
    09.12.2017 - 05:29
    Ecrit par Rock Lee, 08.12.2017 at 14:39

    With the new update HW infnatry chance to roll 5 def is equal to imp inf atk to rolls 1 or 2

    Now Don is officially AtWar's most powerful player

    (Also great update. thanks for everyone involved!)

    He already was...

    As for the updates, new updates are always fun!

    Maybe they even make me wanna play the game again
    ----





    Ecrit par Guest14502, 11.10.2014 at 09:44

    Waffel for mod 2015
    Chargement...
    Chargement...
    09.12.2017 - 05:46
     Don
    Bb rushers, rest in peace Steve Aoki
    ----

    Fears are strong
    Chargement...
    Chargement...
    09.12.2017 - 06:16
    Ecrit par Chess, 08.12.2017 at 19:39

    Fortifications is OP. Imp/GW Ukraine will receive a lot of attention with this building.

    Most of these buildings improve defence which rewards a very defensive playstyle.
    This might hurt game dynamics, as it makes "turtling" easier.

    True, we will see more lategames I assume
    ----
    Do you fear death? Do you fear that dark abyss? All your deeds laid bare. All your sins punished.
    Chargement...
    Chargement...
    09.12.2017 - 06:23
     Ivan (Admin)
    Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.
    Chargement...
    Chargement...
    09.12.2017 - 08:06
    Ecrit par Don, 09.12.2017 at 05:46

    Bb rushers, rest in peace Steve Aoki


    Agree, the time of the cap rusher is coming to an end.
    ----
    Chargement...
    Chargement...
    09.12.2017 - 08:51
    "Agree, the time of the cap rusher is coming to an end."
    I can smell some truth in this statement.
    This addition will make the game much more appealing to newbies too.
    Chargement...
    Chargement...
    09.12.2017 - 11:01
    Ecrit par Permamuted, 09.12.2017 at 08:06

    Ecrit par Don, 09.12.2017 at 05:46

    Bb rushers, rest in peace Steve Aoki


    Agree, the time of the cap rusher is coming to an end.

    Ecrit par Ivan, 09.12.2017 at 06:23

    Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.


    i think its good to decrease maximum tb chanse to 25% or something less if its possible.
    will make a more skilful and less chanceful game
    ----
    *enough atwar, leaving it for the game of real life
    Chargement...
    Chargement...
    09.12.2017 - 12:57
    I think this is a good idea! Looking forward to seeing it in the game
    Chargement...
    Chargement...
    09.12.2017 - 14:23
     4nic
    Recruitments center is a fresh idea, I like that. should be added.

    Radar is good too, its similar to the sentry plane ( no it doesent spot marines in a huge range, it just lifts the fog)
    here is its actuall range in which it can spot stealths:


    About the forts, we see them all the time in scenarios its nothing new as an unit, it probably needs a balance, don't think its good in its current form.
    but yeah add them to the live server we could test them in games and see how all of them preform, then we can decide.
    ----
    ''Everywhere where i am absent, they commit nothing but follies''
    ~Napoleon


    Chargement...
    Chargement...
    09.12.2017 - 15:30
    How about something that makes all the units in the city stealth?
    Chargement...
    Chargement...
    09.12.2017 - 18:45
    Ecrit par Cthulhu, 09.12.2017 at 15:30

    How about something that makes all the units in the city stealth?


    I'm not sure we're ready for cloaking devices in the standard set of units. That's sci-fi stuff. Neat idea, though.
    Chargement...
    Chargement...
    09.12.2017 - 20:38
    Ecrit par Elijah, 08.12.2017 at 16:58

    My idea for a building unit...

    Market
    Markets would cost the same as any building, but would have a negative upkeep, ergo giving the player income in the long run. This would allow players to focus some of their cities on economy, giving them more money to fight on the frontlines. The amount of negative upkeep is something to be considered, I have ideas like -70 or -100, requiring 10 or 7 turns to make their money back respectively.This would transform Africa combat, just like the recruitment centers are going to transform Balkan combat. Thanks for reading

    ^
    ----
    Chargement...
    Chargement...
    10.12.2017 - 00:26
    Ecrit par Conscious Huarck, 09.12.2017 at 11:01

    Ecrit par Permamuted, 09.12.2017 at 08:06

    Ecrit par Don, 09.12.2017 at 05:46

    Bb rushers, rest in peace Steve Aoki


    Agree, the time of the cap rusher is coming to an end.

    Ecrit par Ivan, 09.12.2017 at 06:23

    Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.


    i think its good to decrease maximum tb chanse to 25% or something less if its possible.
    will make a more skilful and less chanceful game

    make new thread I have a lot to argue with you about
    ----

    Chargement...
    Chargement...
    10.12.2017 - 09:06
    Ecrit par Guest, 08.12.2017 at 18:18

    Holy shit, i remember reading about buildings years back. cant believe we're getting them. Personally i think you should add it as option to disable them. I think this will effect competitive play and not in a good way.


    I agree! It's a goid idea to give the map makers options as to whether or not to use them as this is a good dynamic change but not necessarily good in every situaltion. Paticularly in general competitive play.
    ----
    Thanks for playin!

    W
    Chargement...
    Chargement...
    10.12.2017 - 22:52
    Ecrit par Ivan, 09.12.2017 at 06:23

    Recruitment Center now adds 3 reinforcements. Something to lower troop upkeep is a great idea, I'll add that.


    Oh, right, like the General Cost upgrade...yeah, that would work, as well...but since it would be a building, then it would reduce the maintenance costs of units only in that city, though, correct?
    ----
    Embrace the void
    Chargement...
    Chargement...
    11.12.2017 - 04:09
    Ecrit par Fowl Play, 09.12.2017 at 18:45

    Ecrit par Cthulhu, 09.12.2017 at 15:30

    How about something that makes all the units in the city stealth?


    I'm not sure we're ready for cloaking devices in the standard set of units. That's sci-fi stuff. Neat idea, though.

    It's not sci-fi

    Give all soldiers inside civilian clothing or get them to hide underground.
    ----

    Chargement...
    Chargement...
    11.12.2017 - 22:38
    Does it only bother me that you have to wait for the reinf from the recruitment center till the next recruitment week?
    i would make it work immediately...or at least the next turn
    ----



    Chargement...
    Chargement...
    12.12.2017 - 06:16
    Ecrit par Waffel, 09.12.2017 at 05:29

    Ecrit par Rock Lee, 08.12.2017 at 14:39

    With the new update HW infnatry chance to roll 5 def is equal to imp inf atk to rolls 1 or 2

    Now Don is officially AtWar's most powerful player

    (Also great update. thanks for everyone involved!)

    He already was...

    As for the updates, new updates are always fun!

    Maybe they even make me wanna play the game again

    Oh god no ... xD
    ----
    A certain darkness is needed to see the stars..


    ____________
    _________
    _____
    __
    Chargement...
    Chargement...
    12.12.2017 - 08:46
    I can not believe my eyes WAAAAAAAAAAOOOOOOOOW !
    ----
    Jewing is my jew.

    Kebab reich stronk

    Eat kebab

    Drink ayran
    Chargement...
    Chargement...
    12.12.2017 - 19:53
     Witch-Doctor (Mod)
    Ecrit par Cthulhu, 09.12.2017 at 15:30

    How about something that makes all the units in the city stealth?


    Oh god that would make ukr vs turk a guessing nightmare
    Chargement...
    Chargement...
    12.12.2017 - 20:05
    Ecrit par Cthulhu, 09.12.2017 at 15:30

    How about something that makes all the units in the city stealth?


    How about thats the worst idea i ever heard in my life?
    ----
    Chargement...
    Chargement...
    13.12.2017 - 02:59
     Ivan (Admin)
    Ecrit par RatWar, 08.12.2017 at 18:39

    ~ as others have posted, I would fully support a Market or Bank or some sort of Commerce Building that would have negative maintenance costs, so that it would be effectively a modest source of additional income.

    Added Bank building, it currently reduces upkeep of every unit in the city by 10. Unfortunately, I noticed that it's not reflected correctly in the Finances menu and in the bottom toolbar, that's something that will need to be fixed. But the amount of money you actually receive per turn is correct.
    Chargement...
    Chargement...
    13.12.2017 - 03:41
    Ecrit par Witch-Doctor, 12.12.2017 at 19:53

    Ecrit par Cthulhu, 09.12.2017 at 15:30

    How about something that makes all the units in the city stealth?


    Oh god that would make ukr vs turk a guessing nightmare

    Imagine lategame where 1.2k units go missing mysteriously
    ----

    Chargement...
    Chargement...
    13.12.2017 - 08:23
    Great idea. Supported.
    Another idea i have is the classic starcraft idea and upgraded units. Like you make a research facility and have it research a troop type that leads to improvements of the troop. I don't know how the coding would work etc, but if there was a way that i could go GW, make an expensive research facility to upgrade my militia/marines, i think it would help people with strong money skills scale well into the late game. Just a thought. For example make this research facility a "city" that's 5k to make, and every time you want to upgrade a troop, you have to put x dollars money down research grant, and wait x turns for the research to be completed, and implemented.

    I personally would make it not included on a city, rather it's own city that after it is destroyed, your troops go back to normal/ the research that has been completed. This would add more complication to defending, since you have to defend your capital and this facility. Plus would promote multi-front attacks. To avoid issues, you can only destroy this facility, not hijack it.

    Perhaps the city with the research facility rocks a triangle, while the normal cities are circles, and your capital rocks the flag.

    -Freeland
    ----
    -Freeland how cliche after every post.
    Chargement...
    Chargement...
    13.12.2017 - 21:06
    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly
    Chargement...
    Chargement...
    13.12.2017 - 21:36
    It would be a good idea to make them an upgrade when they come out since the reasoning behind upgrades is to limit options for low ranks and using them is imo even harder than balancing inf and tanks
    ----

    Chargement...
    Chargement...
    14.12.2017 - 02:01
     Ivan (Admin)
    Ecrit par IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was thinking of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.
    Chargement...
    Chargement...
    14.12.2017 - 02:03
     Ivan (Admin)
    Ecrit par LukeTan, 13.12.2017 at 21:36

    It would be a good idea to make them an upgrade when they come out since the reasoning behind upgrades is to limit options for low ranks and using them is imo even harder than balancing inf and tanks

    Yes, they will be upgrades. I think it's better to introduce them gradually, and to avoid confusing new users.
    Chargement...
    Chargement...
    14.12.2017 - 02:30
    Ecrit par Ivan, 14.12.2017 at 02:01

    Ecrit par IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was think of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.

    I think you should never change them being destroyed.Because if my opponent wants to troll or he is just stupid he will spam buildings in all his cities giving me upkeep i didnt ask for and buildings i might not need at all.
    Chargement...
    Chargement...
    14.12.2017 - 07:52
    Ecrit par Ivan, 14.12.2017 at 02:01

    Ecrit par IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was thinking of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.

    Having "capturable" buildings (or even units?) would be a nice addition to custom maps and scenarios. For exemple, we could CAPTURE the ring (to rule them all), or prevent the Silmarils from being destroyed. Support
    Chargement...
    Chargement...
    14.12.2017 - 08:07
     Htin
    I feel like ( Buildings) could foreshadowing one of the new strategies ( Scorched Earth). Imagine that building are special unit that can be captured -by conquering enemy city- and strategies like scorched earth may allowed player to destroy all the building in the next following turn- In order to not let enemy get a hold of it. Also I wonder if a Unit's collateral damage may give a certain chance that a building may be destroy when taking an enemy city. This could make a dynamic change to the play style of the game.
    ----
    Hi
    Chargement...
    Chargement...
    14.12.2017 - 21:30
    Ecrit par Nations, 14.12.2017 at 02:30

    Ecrit par Ivan, 14.12.2017 at 02:01

    Ecrit par IHavok, 13.12.2017 at 21:06

    Are these units destroyed when you take a city? It would be neat if these units become permanently tied to a city whenever you build them, kinda like a double edged weapon if you don't use it properly

    Yes, they're destroyed. I was think of them staying permanently, but we currently don't have mechanisms in place for that, unfortunately. Maybe in the future.

    I think you should never change them being destroyed.Because if my opponent wants to troll or he is just stupid he will spam buildings in all his cities giving me upkeep i didnt ask for and buildings i might not need at all.

    Why your opponent would want to troll you? If I'm your opponent, and I'm losing my land, I'll try to make you as miserable as I can so I can beat you, and that is a perfectly valid strategy, it makes perfect sense to let you as much burden as I can in my former territory
    Chargement...
    Chargement...



    Hits total: 79429 | This month: 1119
    atWar

    About Us
    Contact

    Confidentialité | Conditions d'utilisations | Bannières | Partners

    Copyright © 2024 atWar. All rights reserved.

    Rejoignez-nous sur

    Passez le mot