Star Wars: Commander - (by LucasArts) By the way, the game is not a pay to win according to Lucas arts : http://www.explosion.com/68090/f2p-star-wars-commander-is-not-pay-to-win-promises-developer/
Don't believe that. A lot of bases I've seen are so advanced the person would have had to grind for months or buy currency. Don't get me wrong I like the game but without buying currency you have to wait days and days to start making some decent headway
The base might be okay but if you go to attack an opponents base you'll realise how puny yours is ! My base isnt bad and i'm on the final chapter. But i've been attacked a fair few times and always lose. I then try attacking someone elses base (500 coins just to look at a base !). So if you view a base and its so tough you dont want to attack it you can press a button to check out another base (500 coins again !). I've spent thousands hoping to find a decent base to attack but they're sooo heavily ramped up. Again even if i did win a battle with say using 30 troops and 10 survive i still wont get those back. The makers can come out with the rubbish they want about 'you dont have to pay to win' but the fact is you do. Even if soldiers arent killed i have to buy new ones as i lose all the ones i created after a battle. Paying 500 coins for the priviledge of checking out someones base isnt good either Some of the 'missions' are to attack other peoples bases, thats where you might get stuck. Its frustrating trying to get past that mission (unless you get lucky and somehow end up viewing a basic base which you can attack) Again the game has potential but its clearly ramped up to extract as many coins from you as possible. Many players will spend money as they dont want to wait 23 hours to upgrade a base over and over. You know how these games work, they suck you in and then you get addicted and want to buy things to get past the timers etc
Star Wars: Commander - (by LucasArts) I have 173 medals. My base was attacked 7 times, lost 1 time. Attacked 4 times some base in online mode, won 4 times. And when i upgrade something, i upgrade all my base to the same level That's why i didn't finished yet the campaign.
But that is NOT the same thing as pay to win, since in these games there's no such thing as winning per se anyhow. You pay, you fast forward X time, hooray, now you're just being matched against those who also paid and/or started before you. It's part of why CoC has done so well. People who get off on seeing their name higher on a ranking list pay money to get there sooner but they have purchased no actual advantage.
While this cynical view is widely held on the forums, I've yet to see anything supporting it. I'd love to see a scholarly article that pins down the ratio of spending in these games between timer speedups and more "tangible" purchases with actual data (seen plenty of pseudo scholarly analysis of FTP without data making it idle speculation by people who like writing pseudo scholarly fluff pieces for clicks from the anti-freemium zealots - Gamasutra is littered with these articles). My impression is that it is a very weak mind that would ever spend to skip a timer they weren't perfectly willing to spend on and, more likely, very few players ever speed up timers (and the majority who ever do only do so on occasion when they're in danger of failing a quest because they didn't check in enough for some time limited thing). The timers seem not to be there to make money directly so much as they are there to keep people coming back to the game repeatedly over an extended period of time. For games like this to have longevity in the market they need large player bases and, most importantly, they need a sense of "growing a digital bonsai". Take the timers away and make it like building a base in Starcraft 2 and the entire game design implodes because it would have to transform into a genuine multiplayer RTS and people would have no sense of building for the long term. The timers are, as hard as it is for those who view them negatively and with distrust, intrinsic to the appeal of builder games, little different than XP bars in an RPG. If I give you a game where you have to quest over and over again earning a little XP at a time and getting a smattering of skill points to assign every so often you develop attachment to your little toon - if I just give you an avatar and 200 skill points to customize it for multiplayer battles, it's a completely different beast. For a game like this, there is a very difficult balance, make timers too short and there's no sense of increasingly "difficult" building projects, ergo, no sense of lasting attachment and players drop out too quickly, make them too long and there's no sense of progress and players drop out too quickly. There's a goldilocks factor to timers in freemium builders - a big part of why I quit CoC after nearly 2 years is progress slowed so much that I was just doing literally the same things over and over again for days while waiting to make *one* upgrade in the base, an upgrade that would take several days to complete, and then I'd immediately enter another cycle of literal repetition for a week or two to reach the next *single* upgrade. The time investment to sense of accomplishment ratio was stretched too far even for me. If I just wanted to build a wicked Star Wars themed base in an afternoon and slaughter a bunch of AT-ATs there's Star Wars Force Commander for the PC (or if I want to speed it up even further, there's the SW: Empires at War). If I want to feel like I've invested, figuratively or literally, in building a base, here we go, Star Wars Commander on iOS At any rate, people who don't get timer-limited builder games probably shouldn't spend much time trying to figure out what the designers or the players who aren't kvetching on forums about timers are up to
Tried it for a couple of days and deleted it. Starcraft full game -yes Now that's a real game. Won't Blizzard release it? I find that timers make me lose interest in a game because of the waiting. Just another Boom Beach COC clone with a different theme and twist but I'm happier playing Dragon Quest etc than these kinds of games with timers.
The clan looks really small at the minute. Anyone know where the limited time events are also like mentioned in the update? Had it a few days but not that advanced yet as only started doing missions yesterday.
im really liking this game, however i joined the empire because i wanted to use AT ATs and AT STs but i really like the look of the rebel base designs and style as aposed to the boring grey metal empire base style. I wish you could have 2 bases to run, one rebles and one empire so you get to see everything the game has to offer and play through both storys. Im currenty playing as the Empire on my ipad and the Rebels on my girlfriends ipad mini....it is not ideal. Is there a work around to have 2 bases on the same device, though i think i know the answer. Could a future update for this issue be a possability in the future? Anyone else wish they could run 2 bases for each side or is it just me? lol
With the cost of upgrades I think one base is enough! Sure the devs would like you to have two though !
that's not really my point, i understand more and more clash of clans type games coming.. i'm just thinking from a gamer perspective and there are really too many and are all the same.. apparently no big game house is interested in making something new, because of what you said.. once upon a time programmers wanted to give something to gamers, now it's just a factory
Always been like that though. If a game comes along and sells well them clones will appear as they know it makes money. Glad we have a Star Wars themed clash of clans but I still wish there were better star wars games available