[S1] The future of Tesla Wars - Announcement

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    Dear Generals,


    We’ve got some very exciting and literally game changing news for you today!


    During the process of evaluating the current state of the game and feedback we received after the announcement of Tesla Wars it became apparent to us that only detaching the game from its historic world war one setting would provide the creative freedom to truly shape the game according to our vision. Everyone at Bytro is excited for the upcoming changes and we can’t wait to share concept art, background information and features with you in the near future.


    Over the course of the next months we will work on the process of evolving Tesla Wars which will include rebalancing of the economy, changes to the map layout, research options, units and design in general. The core gameplay will remain very similar but instead of taking control of a historical nation in World War I you will find yourself head of state in a grim, alternate timeline. Some years after the great war that saw empires shatter and many nations brought close to the brink of collapse, hostilities are rekindling. While tanks briefly ruled the battlefields, continuous development efforts during and after the war years quickly saw them surpassed by even mightier weapons systems!


    What this means for you as a player is that the current fight for supremacy on the fields of Europe will come to a close. Your leadership will still be desperately needed though, as the unavoidable conflict that’s succeeding it will all but dwarf its predecessor.
    Your account will of course remain usable, any remaining Gold will be transferred to the updated title and recently purchased blueprints will be refunded.


    We are very grateful to have such a loyal player base that consistently provided us with feedback and suggestions during the development of Tesla Wars, allowing us to polish many aspects of the game and thereby laying the foundation for what’s ahead. We would be honoured to have veterans of the existing game be the first generals to issue orders in the world to come and are working hard to provide you with fresh and exciting updates as soon as possible.


    If you can’t wait to see what we have in store for you, we will release concept art for some of the “tools” that will be at your disposal on 2021-04-21 at 11am gmt+2 on our Twitter and Facebook accounts (@Supremacy1Game). We will of course also provide you with ingame announcements periodically.



    Sincerely,
    Your Bytro Team

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    It's jokingly called "Zecke" or tick in english right now and will be one of the new units. With a gun this large province morale will be the least of its enemies problems. Although, it might damage whatever building is located right behind its target too and hurt province morale that way.

  • Some One recently posted on the COW forum that buildings and economy were 90%

    of the game strategy.

    Might be a bit low estimate,

    but overall, true.

    Bystro lads continue to reinvent simcity with the thinest veneer of "wargame" in all of their venues.

  • Some One recently posted on the COW forum that buildings and economy were 90%

    of the game strategy.

    Might be a bit low estimate,

    but overall, true.

    Bystro lads continue to reinvent simcity with the thinest veneer of "wargame" in all of their venues.

    As in pretty much any strategy game economy is a critical part of any long term winning strategy. I wouldn't count on that changing drastically in the future.

  • I would agree with you if I did, but,


    This is/was a Game with a major factor being, the mechanic of maintaining Province Moral and constanly repairing your airstrips (i.e. Something to do, while a battle is going on)...


    My complaint is that while controlling over 50 provinces, it becomes tediiouse to try to keep track of all of your garison strengths and, without more Graphic cues; difficult to detect easily if a building is damaged for as little as 1% (Like, maybe it just needs a new paint job, or something) without some big red flags shooved into your face....


    Yet your planes refuse to land, or take-off from; some Airfield, in the middle of nowhere, because,;( the paint is peeling, on the Officer's Canteen...?!

  • As in pretty much any strategy game economy is a critical part of any long term winning strategy. I wouldn't count on that changing drastically in the future.

    in the MMO strategy games I played in th last 2 decades people without fighting skills were building eco and hiding behind walls . They were called farms because fighting players, for whom strategy games were created, were building armies and making sure those armies were farming properly eco players.


    Those fighting players ( farmers) and their armies were able to generate 5++ income from looting eco players and then sell it on the market to double profit and have even more ress for armies and their upkeep to farm even more.


    there is a place for farmers and place for farms in every MMO SG .forcing everyone to be a farm isnt the best solution .

  • in the MMO strategy games I played in th last 2 decades people without fighting skills were building eco and hiding behind walls . They were called farms because fighting players, for whom strategy games were created, were building armies and making sure those armies were farming properly eco players.


    Those fighting players ( farmers) and their armies were able to generate 5++ income from looting eco players and then sell it on the market to double profit and have even more ress for armies and their upkeep to farm even more.


    there is a place for farmers and place for farms in every MMO SG .forcing everyone to be a farm isnt the best solution .

    No one will be forced to focus on economy, but if you want to be as efficient as possible you can't neglect your economy in any strategy game. Doesn't really matter what game you play, if you purely try to raid others with starting units and not build up any infrastructure to back it up, you'll lose very quickly. Besides that, this is about TW and you can't sustain your nation purely by taking over hostile provinces.

  • No one will be forced to focus on economy, but if you want to be as efficient as possible you can't neglect your economy in any strategy game. Doesn't really matter what game you play, if you purely try to raid others with starting units and not build up any infrastructure to back it up, you'll lose very quickly. Besides that, this is about TW and you can't sustain your nation purely by taking over hostile provinces.

    that is exactly what I am saying and probably friends above: there is no possibility to go ultra off, invest up to 80-90% of resources into army and live from what army gets for us. So it is not possible to play aggressively which forces people to play more simcity and then prolong maps without any reason. I am not saying whole game should be changed but having specially designed event/,map where such an element is possible would bring another group of players to tesla wars and maybe other bytro games. Somehow I do not see zerg rush player staying longer in any bytro game.

  • that is exactly what I am saying and probably friends above: there is no possibility to go ultra off, invest up to 80-90% of resources into army and live from what army gets for us. So it is not possible to play aggressively which forces people to play more simcity and then prolong maps without any reason. I am not saying whole game should be changed but having specially designed event/,map where such an element is possible would bring another group of players to tesla wars and maybe other bytro games. Somehow I do not see zerg rush player staying longer in any bytro game.

    Our games are designed as long term strategy games so gamers who like fast pasted RTS's where zerg rushing is possible are unfortunately looking for something in the game that it is not designed to be.

  • Our games are designed as long term strategy games so gamers who like fast pasted RTS's where zerg rushing is possible are unfortunately looking for something in the game that it is not designed to be.

    so in general you are saying that bytro will make no effort to create map or event in tesla wars which could pay off bringing new category of gamers into the community? ones focused solely on managing armies and making a living from using them all day long?


    I believe simple event where ie armies are 2-4 times faster comparing to pace of map or gaining some substantial resources from conquering capitals and provinces would be more than enough to test that brand of players and how much they ar willing to pay to support such an initiative.

    Maybe even gaining whole regions would give you additional ress bonuses- Like conquering all base provinces on the enemy. Very small changes in only one aspect of code which is simple IF STATEMENT checking if map is Zerg Rush event.


    back in the days you had in supremacy1914 Scenario Historical Europe. You had there eco and troops already present as they were ready in 1914. Tanks, Arts, Railguns, Railways, forts, factories - everything preset . Even though I did not have any money to spend on game I used every single GM I won to play that scenario because it was great.


    Does bytro have capacity and willingness to test new approaches (events, scenarios, maps) which could bring new unique groups of players into the community?

  • We're always discussing and thinking about ways to improve the game and make it fun for our players. Right now new maps are not the focus point of ongoing development for TW as a lot of things are reworked which has much higher priority at the moment. Once the changes go live additional and bigger maps are possible.

  • We're always discussing and thinking about ways to improve the game and make it fun for our players. Right now new maps are not the focus point of ongoing development for TW as a lot of things are reworked which has much higher priority at the moment. Once the changes go live additional and bigger maps are possible.


    this statement is true if you are happy with player base you have


    if you want to convince other groups of players that are there in the web - you will need to do something outside the box which is not along lines of current development . Acquiring new target audience has potential to add group of fight-focused players who play for fighting, now for simcity.

    speeding up maps was a good idea but because you speed up building and ress production too it havent changed to much in the way how game is played .

  • I swear if y’all remove the current province mechanics, or give this game core and non-core province mechanics without an option to convert said provinces, imma riot :cursing:

    Map making is harder than it looks. If you wish to contribute, feel free to message me on Discord!

  • I am a wanna-be designer, so I'm gonna learn to Discord. Is it like, The Twist? But, first; on World MAp, why is Tearra Del Fuego (The coolest Place Name in Argentina ('Land of Fire')), called, "Rio Grand", a river which - when I was a kid - used to flow from Colorado to Mexico?!?!?


    Terrain Graphics: Tesla:

    All look GREAT, and easily distiguishable. Could even be bolder and a bit more colorfull.... Except the trees:


    The Jungle could be A LOT more junglier. Make me sweat out of my eyes, and slap the back of my neck to implode a bug larger than my wife's butt cheek...


    And the Forest.... meh.... is nothing to write home about....


    I would also like to write Copy for you... Rules, promo, whatever... I'm a Technical Writer.

    - Brian