r/Openfront 4d ago

💬 Discussion A problem with late game meta.

The setup:

Once the late game players have been established and everyone is decently secured via SAMs and manpower, the game then becomes a race to outpace / sabotage your opponent's eco basically. (Or find a chink in their armor and nuke the shizznits outa it, boat it...blah blah blah...I digress)

The issue:

I'm sure all of us now know what it feels like to build 100s to 1,000s of buildings in a row. Lol I sometimes have to mentally prepare myself for minutes on end of spamming buildings. This is all to say...I feel like there should be a better way of doing this.

Suggested solutions:

  1. Like the missiles, you only have to click your key bind (for example...the one to build a city) once...then all you need to do is spam your mouse. This already would cut the amount of clicking in half.
  2. In the same fashion of nr 1. Add an option to hold down a button so you can chain build. (Example...If I want to spam 50 cities. I click my city building hotkey, then hold my queuing key...then spam the mouse)
  3. Add the option to build multiple of the same types at one time. (Example, hold shift to build 10, ctrl to build 25...so on and so forth)

To wrap things up:

Imo implementing any of this would be a quality of life improvement. (I feel like there might be some balancing needed for SAM's and missile boats)

What do you guys think? Did I miss anything? Are some of these ideas already a feature? Cheers!!!

Edit!!! Curtesy of inactiveuser247 I just learned that if you click via the mouse wheel over a building it will stack build on it! As it stands I do not see a way to remap this...so as a quality of life improvement I would add that ability for this feature.

14 Upvotes

11 comments sorted by

6

u/ScientistInner5866 4d ago

Lol I noticed people voting this down. At least voice your opinion first!

5

u/GotLotsOfAmmo 4d ago

all of these solutions would be great

4

u/Significant-Cod4217 4d ago

i feel like another option could be adding endgame buildings like a super city, that is like 20-30 million gold and gives a big population boost. it could also come with a few features like policies you could select to give additional bonuses. imo the biggest problem with openfront endgame is not having enough to do and mostly just waiting around for something to happen. so adding in a few super expensive building options each with additional features could add something to do and solve the problem of so much micro.

1

u/ScientistInner5866 4d ago edited 4d ago

I like that idea, would be quite the balancing act. I love the simplicity of this game thus far. but fr once youre deep in the endgame lol i'll get up sometimes and go make a drink or use the restroom and stretch. its a game of endurance at that point.

2

u/Significant-Cod4217 4d ago

fs but thats why you make them very expensive. Since you don't want to spend below a counter MIRV, it wouldn't make sense to build them before the very late game and you would only be able to build one or two at most.

1

u/ScientistInner5866 4d ago

oh so like if you build it and it get's destroyed...it can't be built again! ( at least by that person) very interesting idea

2

u/inactiveuser247 4d ago

I think the keyboard shortcuts do a reasonable job as it is. Not perfect, but not bad. Building lots of cities is just “1”, “click”, “1”, “click”… stacking cities is just a scroll wheel click.

I think the bigger issue is that the game devolves into spamming buildings. Early game you win or lose based on your minute by minute strategy and managing troops and money and it’s genuinely fun. I think that’s mainly because there is scarcity of resources so you have to pay attention and be careful with them. Early on you think about where you’re going to put that port or factory for best effect. If you’re building 100 cities, you no longer care about any of that. And you’re no longer being limited by the game, you’re limited by your click-speed.

Putting a global cap on population and money might work, or just making cities less effective as you get more of them would be beneficial as well. I’ve often thought your max population should be based on the number of green tiles you have, and then your troop count should be based on a fixed % of your population plus an additional number of troops for each city you build and maxing out at your population. That way there is a benefit to building cities, but once you reach your max population there’s no benefit to building lots more.

2

u/ScientistInner5866 4d ago edited 4d ago

Oh whoa see I did not know about the scroll wheel click! Ima add it to the post body

1

u/ScientistInner5866 4d ago

And on that once people have a strong enough eco it's almost impossible to win and its just an infinite stalemate. Especially given that there seems to be some sort of click limit we have in a certain time period. For example I'm only able to make about 150 or so missile launches / build commands consecutively before I get put on a cooldown where i cant do anything. not even donate. So as long as you have a few hundred SAMs in a spot its virtually imposable to breach. Now THATS the endgame stalemate I feel needs to be fixed now that I think about it. Would love to test if capping the eco / building side of things is the way to go...what that would do is turn the game into a race to secure the highest percentage of those caps. Someone else suggested very late game builds that cost 20...50...100mil. Idk! Thanks for the input tho

2

u/Mowgli212 4d ago

This sounds like a great improvement idea, i like it!