P&W server's suck. For those that have played PnW/CN/NS, what have you liked and disliked about the various games?
Not gonna lie - I considered tagging you, but didn't want this to be a shit post. The current server situation is nearly unplayable and can't handle a couple hundred players on at once - not enjoyable at all hehThis feels like a setup
Don't add t many types of each military unit - or else you end up with the cluttered war system CN had.CN:
Pros:
Cons:
- I like the land system better because you can steal it/makes raiding fun
- More alliances at its peak, but that was a result of the internet interest at the time. It has less to do with the game as a whole
- Nukes were actually worth while to use and not a "oh shit I'm screwed" weapon of last resort
- Trading system was bad
- Aid/tech system was bad with the caps
- Admin was inactive
PnW:
Pros:
Cons:
- The open resource market is fantastic
- The alliance bank is fantastic
- API access was a neat tool
- War system is too heavily reliant on planes
- Cities can be burdensome to update
- Server lag at update obv
- Color system is trash
Things I would add to a game like pnw if I had any coding capability:
- make it primarily app based, I check my nation and slack from my phone most of the time anyway
- make military unit rebuys stack per turn up to a certain amount so there really isn't an "update" so to speak
- add an alliance project feature that has both positive and negative perks, but is expensive
an example for PnW would be +5% air capacity for alliance members, but -5% income or some shit like that
[*]go with a city system like pnw, but be able to destroy cities - it would make wars much more destructive/allow people to catch up faster. Also thinking of a resource sink a la clash of clans where improvement slots would be tied to a "town center/city hall" that you upgrade for each city
[*]Military units:
Ground:
Soldiers (base unit)
- Tanks (turn build split with anti air - bonus against other ground forces)
- Anti-air (turn build split with tanks - bonus against air forces)
[*]Navy:
Destroyer (turn build split with other naval ships - bonus against ground)
- Cruiser (turn build split with other naval ships - bonus against air)
- Submarine (turn build split with other naval ships - bonus against navy)
[*]Air:
Fighter (base unit)
- Bomber (bonus infrastructure damage)
- Attack Helicopter (bonus attack against ground forces)
[*]Missiles/Nukes
Missiles attack units
- Nukes attack cities
- Build cap tied together so you'd have to make a decision on how many of each you have on hand/buy daily etc
[*]Resources: PnW has a good base system, but would tinker and balance things out
You're not allowed to quit >.>I'm so mad at the server still being broken after more than a week, I'm very close from quitting the game but I still have a loan to pay and I don't want to leave during a war
I'm so mad that I could start playing keno again BUT I CAN'T
I stay only if you send sexy leg picsYou're not allowed to quit >.>
Maybe more 'long term developments' might be handy? Like dunno, I'm all for the instant projects but maybe something that takes some time to research or something might be good, if we do that for top and mid level stuff, then it could maybe add some 'expectation' to the game, not simply come on 'click, click' done and done for the dayCN:
Pros:
Cons:
- I like the land system better because you can steal it/makes raiding fun
- More alliances at its peak, but that was a result of the internet interest at the time. It has less to do with the game as a whole
- Nukes were actually worth while to use and not a "oh shit I'm screwed" weapon of last resort
- Trading system was bad
- Aid/tech system was bad with the caps
- Admin was inactive
PnW:
Pros:
Cons:
- The open resource market is fantastic
- The alliance bank is fantastic
- API access was a neat tool
- War system is too heavily reliant on planes
- Cities can be burdensome to update
- Server lag at update obv
- Color system is trash
Things I would add to a game like pnw if I had any coding capability:
- make it primarily app based, I check my nation and slack from my phone most of the time anyway
- make military unit rebuys stack per turn up to a certain amount so there really isn't an "update" so to speak
- add an alliance project feature that has both positive and negative perks, but is expensive
an example for PnW would be +5% air capacity for alliance members, but -5% income or some shit like that
[*]go with a city system like pnw, but be able to destroy cities - it would make wars much more destructive/allow people to catch up faster. Also thinking of a resource sink a la clash of clans where improvement slots would be tied to a "town center/city hall" that you upgrade for each city
[*]Military units:
Ground:
Soldiers (base unit)
- Tanks (turn build split with anti air - bonus against other ground forces)
- Anti-air (turn build split with tanks - bonus against air forces)
[*]Navy:
Destroyer (turn build split with other naval ships - bonus against ground)
- Cruiser (turn build split with other naval ships - bonus against air)
- Submarine (turn build split with other naval ships - bonus against navy)
[*]Air:
Fighter (base unit)
- Bomber (bonus infrastructure damage)
- Attack Helicopter (bonus attack against ground forces)
[*]Missiles/Nukes
Missiles attack units
- Nukes attack cities
- Build cap tied together so you'd have to make a decision on how many of each you have on hand/buy daily etc
[*]Resources: PnW has a good base system, but would tinker and balance things out
agreed - kept it to three to give just enough specialization/strategy without getting into the stupid CN ship systemDon't add t many types of each military unit - or else you end up with the cluttered war system CN had.
More ways to advance your nation
- Tech, science, magic or whatever.
Maybe more 'long term developments' might be handy? Like dunno, I'm all for the instant projects but maybe something that takes some time to research or something might be good, if we do that for top and mid level stuff, then it could maybe add some 'expectation' to the game, not simply come on 'click, click' done and done for the day
The increase in the military could really throw balance off though. Economy and stuff sure, but for the military that could really make fighting a war that much harder, definitely for lower levels.Tech/research is an interesting one - CN tried it and failed (the economy revolved around it and it was OP).
Throwing out a tech system idea:
- You get 100 points to allocate to tech/research
- You get 1 point per day that you log in (to encourage retention)
- You can allocate to three types of tech/research:
military - increases your unit's effectiveness by x%
- economy - increases your nation's income by x%
- industry - increases your nation's resource production by x%
[*]the % obviously balanced
[*]you could also require projects/wonders/advanced buildings to have part of their cost in tech/research points so that people don't just sit at 100 and swap only in preparation for war etc
It's piss poor, Alex has earned a lot from the game since I last spoke to him. He's got enough to buy a house, pay for college among other things. He could afford to buy a server rack imo.Not gonna lie - I considered tagging you, but didn't want this to be a shit post. The current server situation is nearly unplayable and can't handle a couple hundred players on at once - not enjoyable at all heh