Generals.io is an abstract real time strategy game that plays in an internet browser. Its game play is quick, fast paced, and fun. There are three game modes: free for all, 1v1, and 2v2. Games range from a minute to to five minutes.
The objective of the game is to take your opponents starting tile while not losing yours. You start with a headquarters which spawns one unit per second. With your new solider you can take an empty adjacent tile. When you take a tile it will generate a new solider every 25 seconds. There are also neutral bases you can capture to spawn you an additional troop per second. Combat occurs when two armies enter the same tile and every troop is traded 1:1. If you have ten and they have five you'll win with 5 left over. There is also impassible terrain you'll have to navigate through. You can only make one action per second and will have to manage all your guys through a queue of commands.
The game is pretty interesting and each game is varied due to playing on a randomly generated map. 2v2 is my favorite mode so far because of the teamwork aspect. Hope you guys check it out and enjoy it.
On February 24 2017 10:14 sjon03 wrote: I've only played a few games, but it's been fun so far. I don't understand how a player's star ratings are determined though.
I believ it's like ELO Rating but just uses Stars instead. You win more the higher your opponents rating.
Played it a bit more and think it's almost always decided by luck instead of strategy/skill. Whoever has the lucky scouting advantage wins the game in my experience. Without a mechanic which gives you the advantage while defending there isn't really much you can do if you are unlucky. Will keep an eye on it though, there surely is potential
That is pretty much how I feel. If they get lucky and scout you with 2 straight lines from their general you are pretty much screwed because their entire reinforcement route is straight to your base.
It's also extremely risky to take an early production structure because they can see your army count drop by 45 and instantly rush you before it kicks in.
Just in general it feels like its rush and pray for first scout or lose.
There is a deal of luck if you scout the opponents base first. Generally people will split from their main base in 3 directions before the first tick which gives time/information to stop their scouting. The meta is 13-7-4 I believe (might be something else but it is close). The defenders advantage is being able to reinforce the contact points with less turns spent. From my experience production structures should not be taken before the third tick unless the map is extremely large. You can also take early production before that period if you're playing doubles and you pump your teammate with troops. Still extremely risky but can be worth the reward.
Another tip is to coordinate your attack before the reinforcement wave so as to deny their extra troop and to gain one yourself. I feel doubles is rarely about luck and more a balance of knowing where and when to attack/defend. Also how greedy you can afford to play. Although there are some dog shit spawns where you're isolated from your teammate and are right next to the two opponents.
Hm yeah i get all that (i probably execute it imperfectly still) but in geneal it seems like such a big advantage to scout first simply because you know exactly where to attack/send your troops. I think it's neat but i liked the similar concept in mushroom wars a lot more
1vs1 still seems fairly random, sure you can do a bit to increase your chances but i never have the feeling that i am actually in a position to win no matter what. Defenders advantage being closer to your main, sure. I don't think that is enough though simply because of how the economy works.