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.
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863 results found
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AI API
Provide an API which supports user programmed AI. So Features like AI Tournaments or decide which ai will play if i get booted/surrender/be on vacations.
12 votes -
more ladders
like: diplo,crazy checkers, lotto and multi attack ladders
12 votes -
Heres 25 ideas for cards, units, and other gameplay features
Cards:
White-wash -Pick an enemy, they see all other enemies as the same color, but not allies or neutrals
Trojan -pick an adjacent enemy territory. That territory gains half the troops it currently has this turn, but will lose 2/3 of the new total the turn after.
Recycle -return a territory you own back to a neutral with double the amount of neutral armies it had on turn 1. Your income for this turn is increased by the number of armies that you had on the territory for this turn only.
Quake -pick an adjacent territory, that territory and the ones adjacent to it (including any you own) are immobilized for 1 turn.
Firewall -immune to sanction, diplomacy, gift, spy, surveillance, and reconnaissance cards for 1 turn.
War Bonds -For the next 3 turns you gain an additional 10% income.
Equality -For the next 2 turns, all players evenly split the total income of all players.
Private Investigator -Locates enemy special units for 1 turn.
Ravage -Pick a bonus. Its income is cut in half for 1 turn.
Scarcity -All bonuses grant 1 income for 1 turn.
Obliterate -pick a territory, it does not exist for 1 turn.
Nap Time -all players cannot attack for 1 turn.
Scramble -pick an enemy, their orders are ordered randomly.
Social Media -Pick an enemy, the number of bonuses they control is presented to you, and if any of them are adjacent to you they become visible.
Master Race -Controller Support.
Units:
Ambassador -Can be transferred to an ally. Can Die without the player being eliminated. Worth 4 armies.
Synergist (Alternate name: Cheerleader) -Can Die without the player being eliminated. Worth 0 armies. Adjacent ally territories gain 5% of the armies currently there each turn.
Squire -Can Die without the player being eliminated. Worth 2 armies.
Avenger -Can Die without the player being eliminated. Worth 4 armies. Upon death an adjacent territory you control gains a squire.
Scavenger -Can Die without the player being eliminated. Worth 0 armies. Upon defeating and taking control of a territory, gain an additional card piece.
Gamer -Can Die without the player being eliminated. Worth 0 armies. Controller Support.
Shroud -Can Die without the player being eliminated. Worth 0 armies. Fogs the territory its on preventing enemies from knowing whats there.
Lycan -Can Die without the player being eliminated. Worth 1 army initially, but if attacked and lives, is worth 3 armies from then on.
Saboteur (alternate name: Tea Party Member) -Can Die without the player being eliminated. Worth 0 armies. Reduces income by 5. Can be transferred to enemies.
Features:
Controller Support -Controller Support.
Cards:
White-wash -Pick an enemy, they see all other enemies as the same color, but not allies or neutrals
Trojan -pick an adjacent enemy territory. That territory gains half the troops it currently has this turn, but will lose 2/3 of the new total the turn after.
Recycle -return a territory you own back to a neutral with double the amount of neutral armies it had on turn 1. Your income for this turn is increased by the number of armies that you had on the territory for this turn only.
Quake -pick an adjacent territory, that territory and the…
12 votesThe Quake (know as Immobilize) and Recycle cards have been completed in mod "Custom Card Package 2"
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Vote to Open Seat
Too many games are ruined on the first turn when someone doesn't show up to game. i wish there was another option other than voting to end such as voting to open seat. Voting to open seat would remove a player and game would restart with 1 of 6 seats open. For both manual and automatic distribution, the game would go back to the waiting for players to join screen. If manual teams were picked it would go back to the same teams but open seat is for the player booted. For random teams, just the same. It seems overly simple and would help war light stay more active. Too many games ruined and having to start from scratch.. This would almost make voting to end obsolete since most would want to restart the game ASAP. But when a player gets booted mid game, then may be voting to end would have a use to have everyone agree to end the game entirely. It could be like if 4 players voted to open seat and one player votes to end. it would automatically default to vote to end. So it's an all or nothing vote, but the vote to open seat would be considered the same as voting to end if 1 person votes to end. So there wouldn't be arguments about which vote to have.
Too many games are ruined on the first turn when someone doesn't show up to game. i wish there was another option other than voting to end such as voting to open seat. Voting to open seat would remove a player and game would restart with 1 of 6 seats open. For both manual and automatic distribution, the game would go back to the waiting for players to join screen. If manual teams were picked it would go back to the same teams but open seat is for the player booted. For random teams, just the same. It seems overly…
12 votes -
Chatbox Improvements
So, right now the chatbox is a massive mess in Unity, being specially torturous for games in which the chat is highly active. It was never too brilliant in Flash, but it kinda worked.
These are some things that could be improved to make it less annoying:
1) Preventing it from scrolling down to newest message every damn time someone sends something. If you're trying to catch up with a talkative match while people are typing, you'll have a hellish time.
2) Reverting the change in which the chat only loads the last few messages back into loading from the first unread one. Now you just have to load EVERYTHING to find missing messages, which admittedly is a lot faster in Unity, but still quite the nuisance.
3) Horizontally shrink the chatbox. As is, it takes a ridiculous amount of screen space, it should at least not cover the "Game" button and preferably the zoom ones too.
4) Making Unity actually capable of reading most characters and not replacing them with squares.
5) Copy & Pastable text in the boxes links can be shared.
So, right now the chatbox is a massive mess in Unity, being specially torturous for games in which the chat is highly active. It was never too brilliant in Flash, but it kinda worked.
These are some things that could be improved to make it less annoying:
1) Preventing it from scrolling down to newest message every damn time someone sends something. If you're trying to catch up with a talkative match while people are typing, you'll have a hellish time.
2) Reverting the change in which the chat only loads the last few messages back into loading from the…
12 votes -
Allow single player community levels to use mods
Self-explanatory.
12 votes -
Warzone Idle recipe manager
Give an area (most likely in smelter/crafter zone) where you can see all the recipes you have acquired in that level, and give the ability to enable/disable production for a given recipe.
This will help get over the fustration of a crafter using up the resources to create one item, when you needed those resources for a different item.
12 votes -
Headquarter(s), Command Posts, and Supply Lines
Currently, any held territory can be instantly supplied as if troops dropped out of heaven to land there. Would like to see a Game Setting option that put into play headquarters, command posts, and supply lines. The basic idea is that you could designate certain territories as headquarters or command posts. Any territories that are contiguously connected to either a command post(s) or headquarter(s) could be resupplied per the current game dynamics. However, if held territory is cut off by enemy actions, and said held territory has no contiguous territory path back to a headquarter or command post, resupply cannot happen except by airlift. This would prevent the always annoying (and unrealistic) roving single mass army that keeps getting resupplied even though it may be deep behind enemy lines.
Currently, any held territory can be instantly supplied as if troops dropped out of heaven to land there. Would like to see a Game Setting option that put into play headquarters, command posts, and supply lines. The basic idea is that you could designate certain territories as headquarters or command posts. Any territories that are contiguously connected to either a command post(s) or headquarter(s) could be resupplied per the current game dynamics. However, if held territory is cut off by enemy actions, and said held territory has no contiguous territory path back to a headquarter or command post, resupply cannot…
11 votes -
Force booters to boot everyone who's bootable, instead ofl letting them choose who to boot and who not to boot
First off, no link because I'm not trying to say 'blacklist this guy, he's sooooo mean', I just have an overall suggestion.
In a multi-day team game of mine I had something quite dishonest happen: There were two players who hadn't made their move within the allotted time, one from let's say team "A", one from team "B", we'll call them Allen and Billy, respectively. After a certain amount of time, another player from team "A" (lets call him Andrew), notices this. Rather than booting both of them, Andrew decides to only boot Billy, from the opposing team. Before noting why this is wrong of him, you have to realize what (I believe) the logic behind booting is: it is to speed the game up. "Andrew", in this game, did not speed the game up, rather, he misused a mechanic of the game to give his team an advantage.
In light of this problem, I'd suggest that it is madeso that you have to boot all players, if you want to boot any. Then, the meant function behind booting stays more or less the same, you can still boot slow players to keep games from taking weeks, but it also makes it so you can't misuse the system to help yourself.
First off, no link because I'm not trying to say 'blacklist this guy, he's sooooo mean', I just have an overall suggestion.
In a multi-day team game of mine I had something quite dishonest happen: There were two players who hadn't made their move within the allotted time, one from let's say team "A", one from team "B", we'll call them Allen and Billy, respectively. After a certain amount of time, another player from team "A" (lets call him Andrew), notices this. Rather than booting both of them, Andrew decides to only boot Billy, from the opposing team. Before noting…
11 votes -
Change team during game
It would be an interesting option to allow players to change team during the game.
There can be an option whether changes happen instantly or by voting.
Of course at least one player has to remain in every team.
11 votes -
Team color overlay
Setting custom colors on a mulitplayer game is a tedious, especially since you have to do it all over again for each turn.
Could you implement an option to set the colors for a whole team at once? Right now, if you click on a team’s name, it highlights the team’s territories. You could make a menu popup instead, similar to the one that appears when clicking a player’s name, and then add the same menu buttons “Select Visible Territories” and “Colors”.
Or:
Add a team color overlay button – click it once and all players of a team are displayed with the same color, click it again, and all colors revert back to normal.
Ideally the team colors should be customizable on a player's settings page, with defaults being something like:
Team 1 - red
Team 2 - blue
Team 3 - yellow
Team 4 - green
Team 5 - orange
Team 6 - cyan
etc.
Or:
Instead of assigning all players of a team the same colour, you could assign each player a slight variation of that color and / or a pattern:
All players of team A get a shade of red, or a different hatching of red.Setting custom colors on a mulitplayer game is a tedious, especially since you have to do it all over again for each turn.
Could you implement an option to set the colors for a whole team at once? Right now, if you click on a team’s name, it highlights the team’s territories. You could make a menu popup instead, similar to the one that appears when clicking a player’s name, and then add the same menu buttons “Select Visible Territories” and “Colors”.
Or:
Add a team color overlay button – click it once and all players of a team are…11 votes -
Sortable Friends List
The current friends list system is annoying, and cumbersome. What I think should happen is that players should be given the opportunity to customise and sort their own friends lists according to what kind of game they're playing, who they're playing with etc. This could come in the forms of many player created sub tabs in the list. I think this would be necessary because I have many different groups of friends on Warlight, and it's annoying having to filter through them whenever I make a different kind of game.
11 votes -
number of times a player has played the map the game is played on
why?
It has happened often enough that players that meet all prerequisites for a game have no idea whatsoever how to play a certain map and thus cause their team to have no chance (e.g. letting people have superbonuses in ROR or not spreading in europe big)in the forum, there was the comment that "it might make it harder for a new player to learn a map if no one makes a game he could play on".
nevertheless, this would be a good option as other prerequisites (such as high lvl etc) have the same effect and are still used.
I think it would be highly welcomed by many players.
why?
It has happened often enough that players that meet all prerequisites for a game have no idea whatsoever how to play a certain map and thus cause their team to have no chance (e.g. letting people have superbonuses in ROR or not spreading in europe big)in the forum, there was the comment that "it might make it harder for a new player to learn a map if no one makes a game he could play on".
nevertheless, this would be a good option as other prerequisites (such as high lvl etc) have the same effect and are still…
11 votes -
Deploy Commander on Turn 1
The commander is an interesting new feature, but having it auto-assigned can be frustrating. I suggest it become something players can deploy on turn 1, when turn 1 armies are being deployed. That way, if you don't get your top pick in distribution, you can still have some strategic control over where this piece is located. Since the death of a commander leads to instant defeat, it would be nice to have more control over where it is located.
11 votes -
Better Custom Scenario controls for Mobile
On the Web version of Warlight you are able to select a bonus and assign it to a specific slot. On mobile you have to go one territory at a time making it difficult and time consuming for only mobile players (Such as myself) to create Custom games on larger maps. If we could get similar mechanics on the Mobile Game it would save lots of time and be a better overall all Experience.
11 votes -
Do not let Blacklisted Players on your team in Random Team games
In games with Random teams, would it be possible to make it so that players you have Blacklisted are not placed on your team ?
11 votes -
Implement Intra-Clan Ladders
It would be great if Clans could use the current ladder mechanism to set up ladders just for clan members. These ladders would facilitate intraclan ranking of members and would also provide a great training and feedback mechanism to help clans improve their members' playing skills.
Essentially you just need to allow a clan administrator to set up a template for the ladder (1v1, 2v2, etc) the map and the duration. The ladder would then just use the existing mechanics.
This would also help clans weed out inactive members, if that is part of their membership criteria.
Lastly, it would give new players a chance to try out the ladder concept before joining the larger Warzone ladders.
It would be great if Clans could use the current ladder mechanism to set up ladders just for clan members. These ladders would facilitate intraclan ranking of members and would also provide a great training and feedback mechanism to help clans improve their members' playing skills.
Essentially you just need to allow a clan administrator to set up a template for the ladder (1v1, 2v2, etc) the map and the duration. The ladder would then just use the existing mechanics.
This would also help clans weed out inactive members, if that is part of their membership criteria.
Lastly, it would…
11 votes -
Roll back Warlight to update 4.21.0
Everything since then has been a mistake.
11 votes -
Open Clan Pre Requisites
You should be able to set the Open Clan option to have certain Pre Reqs like, Level, Boot %, Win rate, and maybe ladder ratings so only certain players can join your clan.
At the moment, when we set Open Clan, we get a bunch of low level players who only do Idle when i am trying to get classic players to join.
11 votes -
Clan Wars Coin Prize
Make coin distribution in the Clan proportional to #wins.
Members contribute differently.
While every one with a Win gets the territory rewards, the coin should be proportional to the number of wins. This prevents members with 1 win getting as much as those with 15 wins.
11 votes
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