Supremacy1914 is a Stragegic War Game.
However the way artillery, battleships, and railguns currently work makes them very tactical, micromanagable, and against the overall grand strategic feel of the rest of the game.
Here is an easy fix that could be coded within 5 minutes. A further strength is that it is also realistic.
I will base the next part of this post on artillery for the sake of easy example:
It makes no sense that artillery can move, stop, and start firing instantly. This also allows Shoot'n'Scoot which is reviled by most serious players.
Look...Artillery being moved from place to place is hooked up to the back of other vehicles. It takes time to unhook those guns, set them up in place, aim them, find the range, and start serious bombardment.
No...I am not suggesting a new "deployment" timer on artillery. Not in so many words. That would require a lot of coding and a new slot on the database to keep track of it.
My fix is much simpler:
Whenever a unit capable of ranged bombardment stops it's movement the counter for it's next attack is reset to exactly an hour after the time that it stopped moving...
This does not count for planes. Planes are fine as they are. This counts for artillery, railguns, and battleships.
I'm not a coder but at the moment the code for firing ranged units looks something like this:
Next Attack Time = Last Attack Time + 60 minutes
Just change it to:
Next Attack Time = Last Movement Stop Time + 60 minutes
With this easy fix there is no way that ranged units can instantly move, fire, move, fire like they are currently able to.
One line of code altered and Shoot'n'Scoot is gone from the game forever.
What say you?
However the way artillery, battleships, and railguns currently work makes them very tactical, micromanagable, and against the overall grand strategic feel of the rest of the game.
Here is an easy fix that could be coded within 5 minutes. A further strength is that it is also realistic.
I will base the next part of this post on artillery for the sake of easy example:
It makes no sense that artillery can move, stop, and start firing instantly. This also allows Shoot'n'Scoot which is reviled by most serious players.
Look...Artillery being moved from place to place is hooked up to the back of other vehicles. It takes time to unhook those guns, set them up in place, aim them, find the range, and start serious bombardment.
No...I am not suggesting a new "deployment" timer on artillery. Not in so many words. That would require a lot of coding and a new slot on the database to keep track of it.
My fix is much simpler:
Whenever a unit capable of ranged bombardment stops it's movement the counter for it's next attack is reset to exactly an hour after the time that it stopped moving...
This does not count for planes. Planes are fine as they are. This counts for artillery, railguns, and battleships.
I'm not a coder but at the moment the code for firing ranged units looks something like this:
Next Attack Time = Last Attack Time + 60 minutes
Just change it to:
Next Attack Time = Last Movement Stop Time + 60 minutes
With this easy fix there is no way that ranged units can instantly move, fire, move, fire like they are currently able to.
One line of code altered and Shoot'n'Scoot is gone from the game forever.
What say you?