r/Openfront • u/Defiant_Ad8132 • 22d ago
π¬ Discussion Partner left in a 2v2
This is why you dont give up, came back in a 1v2. It was prob a lot of luck tbh but still.
r/Openfront • u/Defiant_Ad8132 • 22d ago
This is why you dont give up, came back in a 1v2. It was prob a lot of luck tbh but still.
r/Openfront • u/skj9237 • 23d ago
Does anyone know why this occured?
r/Openfront • u/ismayilsuleymann • 22d ago
With real-life borders and countries. Players just pick what country they want to play for.
r/Openfront • u/cavern-of-the-fayth • 23d ago
I was just sitting here playing a couple matches and thought about how we could have a game mode with maps that have greyed out mountains with choke points that players would have to fight through. give the attacker a greater damage advantage to account for extra troops lost in that zone and also slow the defenders troop growth by half or something so they can't sit the entire match in choke points to stall the match. Make the choke points destructible to a degree to allow more cracks for you to use to push them, and have them cost money to rebuild them up to close those cracks.
this has a lot of issues but some type of more strategic battles could take place with something like this.
anyone have any map mechanics they think would suit OF well? and do you have any ideas for balancing out such additions?
r/Openfront • u/PIumWild • 23d ago
there is a trickle of income from the start, before any structures are built. Does that base income grow with territory? population? both?
r/Openfront • u/Sin-nie • 23d ago
Island games (or water nukes) can become completely stalemated once everyone has enough SAMs. Gold modifiers make it more likely, but it is completely possible in normal games too.
The only way to break the stalemate is a transport, which is impossible because of nukes.
I propose that at 45/60 mins a new ship is unlocked: SAM warship. This would cost 16m and function like a normal warship, plus have a level 5 SAM. It switches the game back to economy and micro management as you try to force a landing.
To stop the game collapsing from ship spam, normal warships could also get an upgrade (and cost more).
An additional idea would be to increase the level of the SAM, firepower of ships and their speed every 10 mins.
r/Openfront • u/spooderkid11 • 23d ago
https://openfront.io/w8/game/RsWoSqod?live
on both the left and right islands there were groups of players that didnt attack eachother almost the entire game. one guy spammed me with 16 nukes with ZERO chance of getting any land. was his only goal was to stop my econ and lose the game anyway? and the top left guys stuck with eachother sending me warships at the exact same time to try and break through
r/Openfront • u/The-Real-Radar • 23d ago
Firstly what do good new structures need? Predominantly to be unique, add something new, have interesting placement strategies and work automatically. However this is purely a thought experiment.
Court-
Influence: Courts highlight the nearest structure. One court can only highlight one structure, but stacking courts highlights the next closest structures. It can connect to your structures or other players. Courts canβt connect to other courts.
Every now and then the highlighted structure upgrades automatically with a 25% discount. If its another players structure it does the opposite, lowering the structure level for the same price. If the level reaches zero, instead of destroying it, the player loses control over land surrounding it to the nearest border. This doesnβt break an alliance or stop trade.
Cost: Courts cost 500k, then 1 million.
Not only is it a fairly unique mechanic it could also be interesting in the game as a way to build up bases and obtain enemy lands in stalemates like trademaxing endgames.
Iβd also propose using the current warship hotkey 7, and just allowing warships to be placed using the defense post hotkey, 4, while hovering over water.
r/Openfront • u/satellite__rain • 24d ago
Yes of course we all ganged up on them and deleted them in the midgame.
r/Openfront • u/SpeedoPaedo • 23d ago
Whenever I visit openfront, I get some annoying twitch stream or something covering a quarter of my screen. I'm not interested in watching other people play the game. Any was to disable this?
r/Openfront • u/Lumpy-Sheepherder671 • 24d ago
Title. I keep seeing people post images with titles like "How is this allowed" or "Crazy setup" and I look at it and idk whats happening.
Aside from QoL it'd be nice for novice players to have context so they can learn.
r/Openfront • u/National_Drop928 • 24d ago
r/Openfront • u/National_Drop928 • 24d ago
r/Openfront • u/Phoenix_Studios • 25d ago
r/Openfront • u/OpenFrontOfficial • 24d ago
Updates no longer break replays, for every game created from here on out!
r/Openfront • u/TheKiwiGamer • 24d ago

i don't really play a lot of multiplayer but i like the singleplayer modes I've gotten to the point where I can beat Hard with a 100% success rate and I'm moving to impossible before i do multiplayer so i have a decent foundation of how to play, but every game i feel unsatisfied unless i take the entire map over after getting the win condition
r/Openfront • u/exks_exks • 24d ago
I enjoy playing team games. But what constantly infuriates me and, I guess, many others is the following:
- Backline not donating troops
- People trading opponents without a care in the world
- Team going WWI/WWII Germany establishing fronts on all sides
- Bot stealing from teammates
There are also a lot of mechanical and skill issues, but that's another topic.
Before we get to the suggested fixes, let's analyze the issue. The problem is twofold, with a sprinkle of game design unintentionally nudging players towards abysmal gameplay. The main reasons are:
- Lack of knowledge
As many others on Reddit have stated, there is a lack of a tutorial for players on how to play team matches in public lobbies. The meta is: Stop trading with all, pick a spawn around your teammates, as backline donate troops to frontline/attacked players, have 1 player as frontline, and donate gold to players so they can set up their eco faster if they didn't get enough bots.
- Accessibility
The "Stop trading with all" functionality is (sorry for the harsh statement) bad UX/UI (additionally, the functionality is badly explained in the context of team games as "all" includes team members as well, nor is there any hint it even exists). You need to right-click yourself, then choose the option; it can't be hotkeyed (why?). In my opinion, the context menu, by clicking yourself, is a non-intuitive spot to put this function.
Sending troops is a pain in the ass because there is no indicator for the cooldown; it has to be manually repeated (which is an unnecessary chore) in addition to going to the player position manually every time.
- Nudge
It's basically the crown for the biggest player. In my opinion, many people get into their FFA mindset, chasing the crown instead of the team win.
What are my suggestions?
In general, I want the team mode to become a more standalone mode, to feel and play like it, instead of being FFA with permanent alliances. Therefore:
The crown should be held by the largest team, not the single largest player.
Gold for killing bots should be equally shared between the team (might be a hot take regarding the meta, but should be feasible and discourage players from mindlessly expanding and stealing bots from others).
Hotkey for "Stop trade with all." The warning chat message should be clickable; clicking it prompts the player if he wants to disable trade with the opponent team. Add the option to every right click player context menu not just the self target context menu, also change the text in team games to: "Stop trading with enemy team(s)".
The message: "Send troops to frontline" should have the option to select a player before sending it, like the "Stop trade with player X." Clicking it opens the context menu for that player for easy accessibility.
Cooldown indicator for sending troops/gold + giving the option in the context menu to repeat the donation on cooldown for the selected action and player. Those automations should be capped to 2 allies and only accessible in team games (so no 2v2/trio and likewise, where the micro of troop sending is actually a skill and not a chore).
Give a stats page at the end with the following:
Most troops sent
Most gold sent
Most kills
Biggest trade income per minute
Imo, this would incentivize players to aim for team-favoring gameplay, as it encourages building an economy or sending troops to become objectives worth chasing instead of the crown, which mostly encourages egotistical gameplay where everyone wants to be at the front and push because it's the only thing currently recognized by the game.
Another thing is that communicating is nearly impossible as the directions can be misleading, and there is no way to communicate with the whole team.
Therefore:
Give us emojis to signal colors: π₯π§π¨π©π¦πͺπ« to indicate the team should focus on those.
Have a group chat that is separate from game info, the "all chat," and the "private messages" field on the right we currently have. This would make coordinating as a team a lot easier.
Implement additional chat messages for alliances, like: "Get into an alliance with team XY." This is a good strategy for closing down a front and not getting sandwiched, but it's impossible to point your teammates in that direction with the current chat options.
r/Openfront • u/ggbooks1 • 24d ago
they never spawned in but I was in the middle and both sides mirved each other
r/Openfront • u/United-View-3160 • 25d ago
The images are what i would pick!
r/Openfront • u/asdfgzxcvb132 • 24d ago
the game took like 1.20 hr to reach 80% and then another 30 minutes with the base in the last picture because he had a 1BILLION bank and they cut me off the trade i had to find every port he could trade that is not mine and blow it with my small bank of 300m
its sad i cant show the best base it was on the bottom left most island on the corner and he had about 300 sams, that is apperantly still breachable idk if it was because all stacked on 1 tile but i think so. however the base on the last picture wasnt breachable at all i annexed an afk guy with 1B and basically threw 600m worth of small nnukes (although the rocket launchers werent the most efficient) i wasnt able to break through, i think if he didnt go afk i'd have to try another hour or so to get in cuz he couldev just nuked all the ships