Commanding
			11 posts
			 • Page 1 of 2 • 1, 2
		
	
I think haypi needs to update one of the best parts of the game, commanding. Instead of the old boring commands-forward, backward, and wait, we have something new. I suggest we change everthing about it, this will be hard to explain so I should start at the beginning. So when you enter the commanding page it will appear white with the regular symbols for your troops. Now instead of the usual commands since we have touchscreens we can draw a line or a curve to where we want the unit to go. Now this would be absolutely pointless but I suggest we minimize the icons so there can be more space on the screen so we can draw lines for soldiers to go behind enemy lines and hit the enemy from behind. Ex. You draw a line for your infantry to go curve behind the enemy and hit the inf from behind. When a soldier gets attacked from behind it's defense could be lowered because realistically it would be. So for a good strategy you could have cavs go behind the inf then have your inf hit them from the front so there defense would be lowered causing them to die faster. To stop soldiers from going behind you you can draw a line to intercept them.  You would also be able to type in how many of one unit to want to go forward. They could also introduce a new soldier that could sneak around enemy's without being detected this soldier would be very expensive since it is very crucial in war. As for traps and turrets I have an idea for them. When you have them at a certain lvl they could become hidden so soldiers that try to come from behind couldn't see them and not take them out and lose a lot of soilders. After soldiers hit them they would be seen though. This is a rough copy but I think it is a good idea if you have questions just comment  
			
            Re: Commanding
I like it the way it is not a bad thought though take a lot of getting used too
			
            
            Warlord
Posts: 2199
Joined: Mon Jul 05, 2010 2:36 pm
Location: "P. Sherman, 42 Wallaby Way, Sydney"
Re: Commanding
The way it is is good for me. I wouldn't care for any major renovation like that.
I feel like this would be hard for haypi to implement, and if it was implemented it would be buggy and make lag terrible because of all the outcomes a battle can have... Plus by doing this speed would play less of a role, considering your units can move basically any amount forward under the speed they could move straight forward with
			I feel like this would be hard for haypi to implement, and if it was implemented it would be buggy and make lag terrible because of all the outcomes a battle can have... Plus by doing this speed would play less of a role, considering your units can move basically any amount forward under the speed they could move straight forward with
\-Haypi Kingdom-/
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
FSM
Re: Commanding
Like the others said...
I like it the way it is and don't want it changed.
			I like it the way it is and don't want it changed.
Lurking. Send me a pm if ya want to talk 

Thunderball
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Thunderball
Need help? Click Here
Haypi Fish Beginners FAQ/Guide
Re: Commanding
nIcKrOx wrote:The way it is is good for me. I wouldn't care for any major renovation like that.
I feel like this would be hard for haypi to implement, and if it was implemented it would be buggy and make lag terrible because of all the outcomes a battle can have... Plus by doing this speed would play less of a role, considering your units can move basically any amount forward under the speed they could move straight forward with
Sorry forgot the part about speed. Speed would play the same role it always does. Units would mover forward just as quickly or slowly as they always do, if you were to move behind an enemy you would actually get ther slower becasue of the curve you would have to make. The units won't move the full length of the line in one round.
            Warlord
Posts: 2199
Joined: Mon Jul 05, 2010 2:36 pm
Location: "P. Sherman, 42 Wallaby Way, Sydney"
Re: Commanding
Exactly, you would be able to move less speed than what you have. Anyone could take out lvl 10 turrets with no losses, among other things
			\-Haypi Kingdom-/
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
FSM
Re: Commanding
Too complicated, it's nice and simple the way it is now
			SkyDreamer - Retired Expert s59 (115) + 82
~Tease~
Re: Commanding
SkyDreamer wrote:Too complicated, it's nice and simple the way it is now
Yeah that's the thing it's to simple, I like a challenge! Lol
Re: Commanding
It's already a challenge if the other person knows what he's doing! ^^
			SkyDreamer - Retired Expert s59 (115) + 82
~Tease~
            Warlord
Posts: 2199
Joined: Mon Jul 05, 2010 2:36 pm
Location: "P. Sherman, 42 Wallaby Way, Sydney"
Re: Commanding
Falcon15 wrote:SkyDreamer wrote:Too complicated, it's nice and simple the way it is now
Yeah that's the thing it's to simple, I like a challenge! Lol
Fight me and il make it a challenge
\-Haypi Kingdom-/
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
FSM
			11 posts
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