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Domination: Earth

Олег Поленин

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Олег Поленин last won the day on April 21 2021

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  1. If both features are implemented as above, I believe the second feature (hiding inactive lands, incl. enemy lands) should allow you switch the default of the first feature to actually show other player's lands. Most of enemy lands will be invisible anyways (players will not have their screens full of flags), yet players WILL do see enemy towers and launchers once they attack. Otherwise, I'm afraid new players will get confused, not understanding where the enemy fire comes from. But nonetheless, they will still be confused why enemy flags/towers keep appearing so quickly, overwhelming
  2. Imagine player having specific setup of characters of his liking (like: commando, medic, spy) of ordinary rarity, advanced to a high level (let's say 10). Currently, finding even a rare/unique/legendary character - of a class within the desired setup - makes it a very difficult choice for our player. Would it be better to keep going with invested character, or replace him and grind from zero? No idea how high the legendary/unique bonuses are, but based on the items, I'd say noone would really choose a high-rarity fresh character to start from scratch; given the present experience wit
  3. @Mr. D, you said on discord about an item trading feature: So let's dwell on that idea a bit more: Imagine a "Trade Market" structure that you could build in any of your bases (real bases only, not the drone-based outposts!). Any player who wishes to trade with you must physically get to your base location (thus must be your ally to see it) and only then can interact with your offers. Multiple trade mechanics may be implemented, but I'd assume a simple one: first party (owner or visitor) might initiate with an offering ("I want to sell item X"), thus visitor might
  4. Hell, I would even go along with keeping the limit as a global assignment limit ("you cannot have more than 3 characters assigned globally at any time") if that was an active balance consideration (like, to limit the game impact of older players with lots of bases), but the "unassigned" limit (if limited at all) should allow to store at least few different builds (to adjust to any unrolling situation*). It would also allow player to pick up any encountered rare character and only later decide who to keep and who to dismiss. I'd say 10 is not a bad number, expandable for UBT. We could also
  5. From what @Mr. D said.. ...I assumed that the "with you" refers to the unassigned characters only, as opposed to those stationed in any base. Otherwise, many aspects of the game would sound pointless, especially the enormous scale of the available classes and items. One would assume a necessity to widely experiment with different character configuration, to test them every now and then, to have like an offensive team and defensive team at various moments, to dwell on training policy (should I have one maxed out team, or several less trained teams - since we cannot train all at the
  6. When I assign a character to the Command Center, it does not free the unassigned characters slot. Have 1 unassigned and 2 assigned, and the unassigned tab still shows 3/3, preventing me from acquiring new characters.
  7. @Mr. D While the update is awesome (even though I still have to find my first character), it makes one existing issue even more pronounced, namely: the long full refresh that most actions trigger. I believe the choice of actions that do trigger this full refresh needs to be heavily revised. One of the most irritating moments, that sincerely made me play a lot less, are all the military actions, like firing from towers or sending armies. I used to like to keep my lands free from FoT, but with the full refresh introduced in one of the updates and also the FoT spawn rates heavier than e
  8. Yep. This was an issue reported many times before, and then the introduction of TP kind of solved it A simple "are you sure" confirmation box (just without any resource cost) would be more than enough
  9. My 3 cents on the Military Outposts: 1) Military outposts should not be taken into account in the Base Number leaderboard. 2) To avoid them blocking player in the future (eg. in contending in the mentioned leaderboard), it should be possible to convert them into full bases upon visiting physical location, ie. manually leveling up any land in base range above lv5 (this would also add another future strategy for drones, when you're close to a gap within your base network you can first create a military outpost there for UBT, and then convert it into base). This is just a draft suggesti
  10. Does it have lv100+, though? Only reaching lv100 unlocks additional instances of a single building.
  11. Nope. You cannot update base, and new land must be 50m+ from any existing one, so you'd still need 20 UBT to convert a single land to base.
  12. 50m away or more. From land's border, not the center. Actually, this 50m circle is also being drawn temporarily when placing the drone, though in my tests it seemed like 5m too small (eg. I had to leave some cap between the borders).
  13. Great idea! Personally, I wouldn't allow new lands being set outside of existing base radius areas. Strange places will fill will lands, like north/south poles. I'm personally not giving into creating new bases/outposts. Prefer them to be real. Will focus on upgrading existing bases
  14. @ValarMorghulis Tough I play the dark mode only as well (black, actually), the issue is quite real for those who play in the bright And this should be easy enough to fix, either by some more universal color or by using different color on the bright map style.
  15. That green "new update" button in awesome This game really needs a red "new war" equivalent Persistent enough so it won't disappear until we review the Wars tab. It's been so many times we did not notice enemy incoming.
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