Intimidation (Full Version)

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Carterjon -> Intimidation (6/7/2020 1:34:33 AM)

Any guidance on the odds of gaining support through intimidation? How far do they shift? And any factors that influence it? For example, are countries already leaning towards you more or less likely to tilt further in your direction?




bairdlander2 -> RE: Intimidation (6/7/2020 3:40:18 AM)

As Axis I intimidated Spain and gained 30% to joining Axis.




agathop -> RE: Intimidation (6/7/2020 4:33:32 AM)

I am afraid I cannot help you about the odds you have. It would be better if you ask Alvaro about the actual odds. I think it's just a random event each time. There are no guaranties that by intimidation a country will shift in your favour. It is possible to get the opposite result (country shifting in favour of your enemies) regardless of her status. I only have managed to get a 14% shift.
Do note that diplomacy does not work properly all the time. In a couple of games I got a message that after the intimidation that country shifted but no actual change took place in her status.




sillyflower -> RE: Intimidation (6/7/2020 10:00:47 AM)

PvP shouldn't use diplo so I've never used. I think it's an odds thing as to whether an action works and by how much




AlvaroSousa -> RE: Intimidation (6/7/2020 2:14:09 PM)

If I could go back in time I would remove intimidation. It is a hail mary attempt that can basically be a 100% always positive play on the part of a player.

WW2 and diplomacy never works out well.




agathop -> RE: Intimidation (6/8/2020 11:27:47 AM)

Is it impossible to fix it?




AlvaroSousa -> RE: Intimidation (6/8/2020 3:33:57 PM)

It's not a matter of design, it's a matter of game mechanics.

The thing is if someone uses it the game can drastically change. Like say the Germans or UK decide to intimidate Sweden. Regardless of the result it has a fairly good impact on the game. Maybe I am blowing this out of context too large and it isn't an issue. It was meant as the risk is not worth the reward. But if it isn't then why have it in the game? Things in my games have an equal benefit and consequence that need to be decided on by the player.

Buy more armor? Uses more oil, logistics, and port supply but are strong units that can push lines.
Buy more infantry? Log logistics, port supply use, and no oil but are moderate strength and can't push lines quickly.
Buy more air? uses oil, logistics and port supply, but you can support many attacks or focus on 1 target.

Balanced selections. Intimidate is unbalanced. That's why I regret it. But so far no one has complained.




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