Thread: Wishlist New Requested Features
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Old March 12th, 2011, 11:46 PM

JCrowe JCrowe is offline
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Default Re: New Requested Features

Seven and fifteen - that's 21 pages en totale. And at least 17 pages of what it tallies & summarizes would be 100% familiar to anyone who's scouted through the WS forum since release. Not really breaking new ground here. And I was far from the only one to contact Malf directly - as also evidenced by discussions in this forum.

So, pretty sure they've got a list and know the issues. This request from Malf is probably more about letting jets cool than it is about harvesting unknown data points. (I'm hoping, though, that Malf has been working this nut for the last couple months and hasn't just decided to start cracking these issues. With the informational black-hole on WS, it's hard to tell what direction this thing is going.)

But what the heck. In the spirit of detente, here's a four-cent summary of mission-critical issues with WS:

The AI is hopeless.
Units are severely imbalanced.
Many unit abilities make no sense / are contra-indicative.
The Tactical Map combat system is very imbalanced.

1.) The AI is hopeless.

Although it NOW knows how to get off an island, it still has no idea how to attack (makes one strike per turn), how to defend, what units to use, how to use them, or how to manipulate game statistics to its advantage (ie. taking the most efficient route from A to B & etc. within the established game parameters). Basically, it doesn't know what to build, where to put 'em, or how to use 'em - and it fails to appreciate the importance of material acquisition (ie going 'Hitler' on everything in reach).

2.) The units are way imbalanced.

Stock unit statistics strongly (massively) favor two unit types and drive the remainder to complete and utter irrelevancy. You can win the war with just fighters; just need tanks and a couple transports to effect actual seizure of the land once cleared.

3.) Many Unit Abilities don't make sense.

Intercontinental ballistic missiles! ... that are restricted to purely inTRAcontinental strikes. Stealth units that aren't 'stealthy'. Fighter-interceptors that can't intercept on their Flag's behalf ... unless the enemy attacks them. Cruisers that can surface-to-surface land targets ... but not enemy fleets. Mobile Nuclear Ballistic Missile launchers! that don't carry nuclear ballistic missiles ... Ballistic Missile subs afflicted by the same. etc.

4.) The 'tactical' map is very imbalanced.

The way tactical combat is set up leads to seriously imbalanced results. There is no possibility of an "in-between". The winning side will always win overwhelmingly, suffering very few losses (if any at all), while the losing side loses ... well, pretty much everything plus the kitchen sink. This quickly leads to a 'virtuous' cycle - or vicious, if you're on the wrong end of it. Win one good fight, and the loser's ability to recover is severely hampered, while the victor's potential for advancement increases exponentially. And while the human player holds the advantage now, if you boost the AI's IQ without fundamentally overhauling the tactical side of the game, the computer will stomp the pants off of everyone.

Those are the biggies. Other issues are just window-dressing or lesser symptoms of these shortfalls. Fix the biggies, and pretty much all the rest will fall into place.
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