Babygogogo / TinyWarsClient

A turn-based strategy browser game that focuses on highly balanced and customizable multiplayer combat. Based on "Advance Wars" series.
https://tinywars.online
33 stars 9 forks source link

Allowing `infinite ammo` and `infinite gas` #57

Open RushFTK opened 4 years ago

RushFTK commented 4 years ago

A Community suggestion by @Marmaalad

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a9977321 commented 4 years ago

Personally I found it a bad idea. If infinite ammo is available as an option this time, why should we say no to options like "Low cost units", "Free repair", "Indirects that can fire after moving", "No hiding effect in FOW" and many other similar ideas? 

RushFTK commented 4 years ago

then we will need a table called extra settings in my opinion, infinite ammo/gas is different because it's more like a "practice mode", supply is hard and necessary to think in DoR system. if a player want practice a spcially aspect (such as just movement skills) and want ignore supply things, that should be useful.

a9977321 commented 4 years ago

I saw similar ideas in #56 . It calls for a UI overhaul as you mentioned, and it will change the game mechanism...... On the other hand, adding auto-supplies for all units at the beginning of the turn seems a better idea to achieve similar effect.

RushFTK commented 4 years ago

yeah it have various way to achieve it. but as you said :

If infinite ammo is available as an option this time, why should we say no to options like "Low cost units", "Free repair", "Indirects that can fire after moving", "No hiding effect in FOW" and many other similar ideas? 

your mean is we shouldnt add this opinion into game, so i said even normal player will use it for practice -- this function have various way to use, not only for funs.

a9977321 commented 4 years ago

From a coding perspective I advise to use "supply all units at the beginning of the turn" to deal with this case. Add-on options are generally better than mechanism overhaul imo.

Marmaalad commented 4 years ago

Personally I found it a bad idea. If infinite ammo is available as an option this time, why should we say no to options like "Low cost units", "Free repair", "Indirects that can fire after moving", "No hiding effect in FOW" and many other similar ideas?

Well, TinyWars already has features such as Initial Fund, Income Multiplier, Initial Energy, Energy Growth Multiplier, Min Luck, Max Luck, and bonuses for offense, vision and movement. So I guess it's a bit too late for the slippery slope thing. Plus, the devs decide what they want to add or not. So if they don't want to add this or this, so be it. It's not a problem to ask for more content as long as it's relevent and not too tricky to put in the game. And I'm not saying this feature should be implemented in the game right now. What really matters is the devs plan for TinyWars.

Apparently the gas trick isn't doable in TinyWars so I was wondering about the usefulness of the gas mechanic, and then comes the idea about the no gaz and no ammo options. Gas trick was really important to keep air units alive and since it's a thing that exists since AW1, playing without it makes a difference in competitive games.

The "supply all units at the beginning of the turn" is a good idea too, but it offers less diversity I guess, because you can't chose between no ammo, no gas, or both.

a9977321 commented 4 years ago

I remember having similar arguments with Gippy in the discord server about gas trick. Imo the air forces are not that vulnerable to fuel cost (seaplanes excluded) and exploiting bugs is generally a bad idea, which discourage the idea of implementing bugs like gas tricks. However, it is true that training mission and many others might benefit from infinite ammos and fuels. If the developer decided that he got time for those features rather than Penny......

RushFTK commented 4 years ago

A things i should said is : add gas trick is ABSOLUTE DIFFERENT things with this issue's topic. Gippy want a "pure DoR" which ignore exist bugs. Marmaalad just want add a pricate / fun mod.