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Warzone Features

Welcome! This forum tracks Warzone feature requets to the Warzone creator. You can vote on the features you’d most like to see in the game.

864 results found

  1. Do you have a game that you add armies at the end of your move?

    Rearm AFTER move? Before is not strategy... Just find the weakests piont and attack that. Great game format. Only strategy is keep wearing down oppenents untill someone #$%@'s up. Arm after move....STRATEGY! Turns a 2 hour game to a 12 hour game till you mess up. No fun getting beat down... And up...And down...ECT... NEW FRENCH RULES! Add armies after turn. Not before. Great format for game. Stupid rules...Strategy?

    2 votes
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  2. Negative turn timer

    When the timer runs out it turns red as normal, but begins to count into the negative this allows players to keep track of how far over the manual turn timer the lagging play is.

    3 votes
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  3. reinforcement card # of armies determined at time played

    I would like to see the reinforcement card where the # of armies it will provides is determined at the time it is played instead of the time it is earned. When the setting is # of armies based on # of turns or # of territories, the card can be held and it will appreicate if not used. This does away with part of the luck as to when it is earned and gives an incenitve to hold it for tactical use.

    1 vote
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  4. Show maxium possible income for other players

    In the player dialog under Income the minimal income from what you see is shown. It would be nice to additionally see the maximum possible income for each player. Then for each player you would have the possible range of their income.

    This should be fairly easy to compute since every not observed country would just need to be given to the player and then his income can be computed.

    3 votes
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  5. Move centerpoint with its respective path when modifying already-uploaded .svg files

    When you upload a .svg to Warlight and determine the centerpoints of the territories, the centerpoint will stay at the same spot even if the territory is moved. This is frustrating when using maps with tiny territories because it is a very painstaking process to realign every point after resizing or moving parts of the map.

    6 votes
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  6. Wastelands Won't Appear on Territories in Distribution

    Have an option in game creation (template) that would prohibit wastelands from being put in distributed territories. This would ensure that if you calculate each player to have a certain number of territories (say, 3 each on an 18 territory scenario distribution), a wasteland won't randomly appear on a distribution territory (bringing each player down to 2 or even 1 territories if less than 18 territories are available after wasteland randomization).

    6 votes
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  7. "Preview Orders" button in Confirmation Phase

    When switching to the Confirmation Phase, WL shows all of your deployments, attacks, transfers and cards played on top of each other. I think it would be great if it were possible to step through your orders to check they'll happen in the right sequence.
    I'm thinking it would work nicely if, below the "Start Over" and "Commit" buttons there'd be extra buttons "Preview Turn", "<<" and ">>" (similar to the Watch Turn Phase).
    It would be okay if the attack arrows just show up one after the other in the sequence in which they'll happen. If it would also…

    2 votes
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  8. Tag team army

    Two players play in the same army and may select the same territories. If they both command on the same territory and there aren't enough to go around, in the game options it can either split it equally or randomly select one. They both earn and use cards separately (if selected in game options), and order priority/delay count against each other (and overcome double selected territories).

    3 votes
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  9. Multi-stage Manual Distribution

    I would like to see the option to conduct the manual distribution in stages.

    The option could be made in the settings for territories/player distributed per stage. Players would rank picks before each stage and receive X number of territories each stage until the maximum is reached. This would allow players to change strategy during the distribution process.

    The default setting could always make the number of territories/player/stage equal to the maximum total territories/player. (Thus keeping the default manual distribution exactly the same as it is now.)

    This option would work in both real-time and multi-day and since the stages…

    12 votes
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  10. 3 votes
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  11. UnJoin Games when a Blacklisted Player joins

    Don't you hate it when you've joined a game, then next thing you know your most unfavorite person joins the game and it starts automatically?

    8 votes
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  12. Desertion card

    Next I would not mind seeing a Desertion card that will will make all players territories with X(to be set by the creator) to "desert".

    For example I set the card to 1 in the Setup. So if there are 2 players in the game each with 10 territories. Five of the ten for player 1 have 1 army on it and player 2 has three of ten also. Player 2 plays the card and all eight territories turn neutral. That is the 5 from player 1 and the 3 from player 2.

    3 votes
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  13. Better Interface.

    Some of the navigation features could be improved some. 3 come to mind, but there are probably some others.

    1. "R" works as the refresh hotkey in games and on the "My games" screen. But, it doesn't work on the open games screen.

    2. Hot keys for "Re-do orders" and "start over" in games would be nice.

    3. Sometimes I open more than one tab. I can hit CTRL and click Single Player to start a new tab, but not Multi-player.

    None of these are big deals, but they are probably very easy fixes that would improve the navigation a little.

    1 vote
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  14. Player selected wastelands

    At the beginning of the game, players select their territories they want, but also select wastelands. They can be distributed similar to starting territories, but in red.

    3 votes
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  15. Card combos

    If i use Airlift and a reinforcement card(or multiple) together then it would allow me to attack a player or neutral with the total armies from the reinforcement card.

    For example I use 1 airlift card and 1 reinforcement card to attack a neutral behind player 2 or the player themselves.

    Another example A spy card and a reinforcement card together. This would allow for something like the airlift and reinforcement card.

    3 votes
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  16. Revive option in Gift card

    There should be an option to revive an eliminated player back to the game.
    The gift card customization would be perfect for this option to allow or disallow this feature.

    1 vote
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  17. Team Reinforce Card: You are given extra armies, but these must start in your own territory and immediately move to a teammate's.

    Team Reinforce Card: You receive extra armies, but must either start in your own territory and move to an adjacent teammate's before attacks, or add straight to any teammate territories, forcing teamwork and communication in small income games.

    3 votes
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  18. New option under Initial Distribution: Randomize the number of starting troops for neutral territories.

    I'd like for a new option to be added, that would allow a player creating a new game, to have the number of armies that start in neutral territories be randomized, rather than just set.

    For example, instead of having every neutral territory start with "2" armies, you'd be able to set them to have a random number between 4 to 8 armies (game creator can change the randomization numbers to be set)

    5 votes
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  19. Map categories are too broad. Add sub-categories

    As people make more maps, the map select screen becomes more of a mess.

    I was thinking of making subcategories

    Like the category "Real World Maps", is too broad.
    Subcategories could be "United States", "Europe", or "Australia".
    You can go even deeper with subcategories in larger subcategories.
    Like "United States" can have "California", "Texas", or "New Jersey"

    3 votes
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  20. Master armies

    At the begining of the game players will chose what territory there Master Army will start. A master army will consist of 30 armies by default but can be changed through creating a game. All players will only have one Master Army. The Master Army would also be stronger then normal armies and could take out about 30 enimy armies and only lose like 5-10 of its own. when on a territory it would be show as a piece with a number on it(number of armies in master army) separate from the normal army number. The Master Army would also…

    3 votes
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