make a camera man unit that just spawns over and over for free and make a pov for them i think it would be funny to see some pov into this and this will be a fun way to do it
@@CandyGamer131 I don't think you need an entire new unit, just here and there put some pov on the left and right side of both colours like you do in the fighter jet videos
seems like the solution is simply moving the base back a bit so it's not directly on a trench (because mortar units were shooting it) and making the base a bit shorter. still a fun watch! love the bigger chances for large waves and new camera angle!
I'm really liking the evolution this series is going through. This battle was awesome. :) Some thoughts/ideas: - The barrage coming from "way over there" seems a poor choice (as demonstrated here, heh). Why not have the HQ defended with permanent artillery posts/bunkers on either side instead? The posts would act as a final line of defense that's always there, providing intermittent cannon fire. And that same artillery would fire off the barrage. - The 'cost' mechanic is a good addition. However I'd propose that instead of bouncing out unqualified marbles, the slot would accumulate them. This could open some additional interesting twists, such as: - Opening up more of the tech tree early. If high-power items merely need more than one marble to 'buy', then they could become available earlier. Field guns, machineguns, mortars, bazookas. The later expansions of the mixer would only block off the real big guns, such as tanks and aircraft, as well as open up more adders and multipliers for marble value. -As-I-wrote-it idea: Why not combine the 'defensive artillery' idea with the cost mechanic? Or rather, just let it use the marble value. One marble in, one shot from the artillery at whatever the frontline is. It wouldn't have to be as strong as the current barrage, more like a regular artillery shot. This would allow to also make it available earlier on. Later in the match, the lack of individual power would be accounted for by volume of fire.
@@lostmarbles3d an add on to the idea list if you'd like A third party - either a three way war or random sabotage throughout like explosives detonating semi randomly or monster closets spawning troops in the midst of battle or right behind the front lines Huh maybe a triangle map with the three on the corners and one in the center Kind of like a king of the hill type scenario but the one in the center is mainly to antagonize the others
I guess the solution is to make the mortar shots like. Not have their hitbox active until they're about to hit their target. Other than that well. I still have to award it to orange if only because of their absolutely insane save against the ten thousand strong infantry army. That alone earns them the win.
The solution I'm currently using is that each team has a separate collision layer, and damage only checks against that layer. I think the HQ building had a layer set wrong somewhere.
@@lostmarbles3d Thanks. Have you considered using something that doesn't look like a house? Maybe like a bunker that has it's own defence? Also have you thought about trench digging troops? Is that even possible, where there are very few trenches and the troops dig their own as the game progresses? Love the videos btw. It has been great to see the evolution.
You should also consider making officers more seldom or removing them. They just hurt their own faction more then the enemy. The Advance Order is much better suited for forcing big assaults, seeing as it only forces the troops to advance to the next trench. That would really add to the experience because the troops would really try to slowly advance and not waste troops and ground for stupid across-the-field charges. By doing that digging trenches would also really mean something
The thing i would add is "Passing neutrals". Imagine random tank with some troops trying to pass middle of the battlefield, and team, who last hits it gets a free tank. Or immortal "Important person", which can get captured by an officer to give bonus marbles to the team untill he expires. Something like that
Even before the end of the fight I was going to say "you might want to have the artillery barrages come in at a higher angle" 😅 But yeah I think if you're going to keep the barrage it should (a) cost more than one point and (b) come in at a higher angle so it's less likely to just spray past everything and hit the HQ, and more likely to land in the trenches, which would make it something that could clear out a large group of enemies that haven't charged in a while, rather than being something that is most useful *against* a charge. I still think the actual artillery guns are kind of worse than useless, they fire too slowly and often get stuck with the barrel pointed straight down unable to help their team in a fight at all, plus now they cost multiple points. I *do* like the more powerful units costing extra points but I think if a marble worth 1 point hits one, instead of bouncing there until it gets knocked out, it should go in and fill a bar on the sign to signify how close to "purchasing" the unit the team is, one of each color on either side of the sign. That way you don't have marbles getting stuck for a long time bouncing and not contributing troops to the fight, which is what I *thought* the new way of surrendering would be when I first saw it haha.
This game really showcases greatly how futile mass assaults were in ww1. Sure, they look impressive as if they will just punch through the enemy line but then the fire from all sides cuts it down so unbelieveable fast..
Well, not at all what I was expecting. I agree with the other comments that you should adjust some things, maybe add a "can't hurt my own team" setting to the weaponry. I was thinking too, that as time goes on, the options for troops/vehicles should just slowly become x2, x3, x4 slots and eventually get blocked off so the only options are massive numbers of tanks. Second thought would be that each team only has a limited amount of decision marbles. When they run out that's it, no more troops.
It's a bug, in all other instances there is no friendly fire. The HQ building likely has a collision layer set wrong. I sometimes upload bugs because they are fun :)
SPOILER ALERT 0:32 the raid of 1914 Orange sends troops to blues base 1:16 banne war 1:56 failed raid atttempt 2:23 raid of 1915 3:41 grand raid of 1916 3:56 St Patrick’s raid 4:09 summoning of 1916 4:54 war of 1917 5:45 Summoning of 1919 6:06 *GRAND RAID OF 1920* 6:52 war of 1921 7:31 Line war 8:22 Bombing of 1928 9:10 War of 1934 9:37 Raid of 1938 9:55 1939 😶 10:21 war of 1940 11:04 Raid of 1942 11:39 war of 1946 12:11 Bombing of 1947 12:40 Raid of 1950 ORANGE VICTORIOUS 13:21 Treaty of Orange
While I still think Officers hurt their own side enough that the most useful officer is the one the enemy has, after seeing this video I have to say that I agree with whoever it was in the last Marble Trench War who said you really need to patch bombardment so that it can't harm the home bases and you should fix that first. Because lol.
I really enjoy these types of videos! I think if you had a bot that ran these types of simulations on twitch, with chat integration, similarly to FFTBattlegrounds, it would be very successful. Please keep putting these out :)
Here's my two cents: 1. You either need to make the headquarters smaller, or change the angle that the barrage comes in from. Or just make the HQ immune to friendly barrages. 2. I feel like you need to make the slots the marbles fall into bigger. I know the whole point of the game is that the marbles decide what units you get, but there were times when they just got stuck bouncing up and down over a slot, denying their side crucial units. 3. This last one is a personal opinion, but I feel like the marbles should focus on occupying trenches more, rather than just charging. Build up a foothold in the enemy lines, and make sure your own defenses are nice and solid. Again that's just my opinion as a guy who usually turtles up in strategy games.
The opening few minutes seems completely pointless. The troops don't have enough time to be able to make a difference to anything before the tanks arrive. Even the massive storm blue made @2:30 was just wiped out with no impact to the base at all. I think either offensive troops need a boost so that they can break through the lines better, or you should just skip to where tanks are available.
What’s with the favoritism for green? I noticed that any time a orange ball was about to go into the tank slot, it bounced off of nothing instead of going in. Are you seriously rigging the match for a RNG based war simulation? This isn’t and should be nothing like “Pro Wrestling.”
Do you like the new camera angle?
The camera angle is perfect. LEts us see the whole picture rather than staring at dots on the mini map. It was still great but I do like this a lot.
Yes but on a big screen the recoring quality still makes it a little less enyoable
make a camera man unit that just spawns over and over for free and make a pov for them i think it would be funny to see some pov into this and this will be a fun way to do it
@@CandyGamer131 I don't think you need an entire new unit, just here and there put some pov on the left and right side of both colours like you do in the fighter jet videos
@@BigTi. Well tbh would look funny though like its not necessary but is funny
New Headline: Sabotage at the Frontline! Allied Artillery destroys its own Headquarter
The more I watch, the more I want to play. That 5120 troop wave at 6:01 was bloody insanity.
Then instantly destroyed by artilleries
not just artillery, 43 artillery pieces 💀💀
seems like the solution is simply moving the base back a bit so it's not directly on a trench (because mortar units were shooting it) and making the base a bit shorter. still a fun watch! love the bigger chances for large waves and new camera angle!
Or make barage spawn higher.
This is why it's called close fire support.
A night version with Glowing marbles could be great i think
Just got recommended your channel, subscribed to both immediately. Love this concept.
Welcome! :)
I'm really liking the evolution this series is going through. This battle was awesome. :)
Some thoughts/ideas:
- The barrage coming from "way over there" seems a poor choice (as demonstrated here, heh). Why not have the HQ defended with permanent artillery posts/bunkers on either side instead? The posts would act as a final line of defense that's always there, providing intermittent cannon fire. And that same artillery would fire off the barrage.
- The 'cost' mechanic is a good addition. However I'd propose that instead of bouncing out unqualified marbles, the slot would accumulate them. This could open some additional interesting twists, such as:
- Opening up more of the tech tree early. If high-power items merely need more than one marble to 'buy', then they could become available earlier. Field guns, machineguns, mortars, bazookas. The later expansions of the mixer would only block off the real big guns, such as tanks and aircraft, as well as open up more adders and multipliers for marble value.
-As-I-wrote-it idea: Why not combine the 'defensive artillery' idea with the cost mechanic? Or rather, just let it use the marble value. One marble in, one shot from the artillery at whatever the frontline is. It wouldn't have to be as strong as the current barrage, more like a regular artillery shot. This would allow to also make it available earlier on. Later in the match, the lack of individual power would be accounted for by volume of fire.
Great idea, can't wait to see a 4000 size artillery barrage
@@lostmarbles3d an add on to the idea list if you'd like
A third party - either a three way war or random sabotage throughout like explosives detonating semi randomly or monster closets spawning troops in the midst of battle or right behind the front lines
Huh maybe a triangle map with the three on the corners and one in the center
Kind of like a king of the hill type scenario but the one in the center is mainly to antagonize the others
@@lostmarbles3d 4000 size _anything_ would be a sight to behold. :P
Always makes me happy when you post something
I guess the solution is to make the mortar shots like. Not have their hitbox active until they're about to hit their target. Other than that well. I still have to award it to orange if only because of their absolutely insane save against the ten thousand strong infantry army. That alone earns them the win.
The solution I'm currently using is that each team has a separate collision layer, and damage only checks against that layer. I think the HQ building had a layer set wrong somewhere.
20,000 casualties, Jesus Christ that sounds pretty tame for a WWI simulator.. lol
Edit: 30,000...
Love this series!! plz do more marble trench war videos!!
Why house no go boom?
I think that was a very interesting ending
The best ball on ball action on RUclips.
How did orange win? Blues barrage hit its own house?
Yes, bug on the friendly fire detection (normally there is no friendly fire)
@@lostmarbles3d Thanks. Have you considered using something that doesn't look like a house? Maybe like a bunker that has it's own defence? Also have you thought about trench digging troops? Is that even possible, where there are very few trenches and the troops dig their own as the game progresses? Love the videos btw. It has been great to see the evolution.
I am planning to rework the map at some point, maybe it would be a good time to have a look at the potential of trench digging!
You should also consider making officers more seldom or removing them. They just hurt their own faction more then the enemy. The Advance Order is much better suited for forcing big assaults, seeing as it only forces the troops to advance to the next trench. That would really add to the experience because the troops would really try to slowly advance and not waste troops and ground for stupid across-the-field charges. By doing that digging trenches would also really mean something
@@lostmarbles3d love that idea also why not add multiple cost barages aswel like fire , toxic gas, scrap etc
The thing i would add is "Passing neutrals". Imagine random tank with some troops trying to pass middle of the battlefield, and team, who last hits it gets a free tank. Or immortal "Important person", which can get captured by an officer to give bonus marbles to the team untill he expires. Something like that
Even before the end of the fight I was going to say "you might want to have the artillery barrages come in at a higher angle" 😅
But yeah I think if you're going to keep the barrage it should (a) cost more than one point and (b) come in at a higher angle so it's less likely to just spray past everything and hit the HQ, and more likely to land in the trenches, which would make it something that could clear out a large group of enemies that haven't charged in a while, rather than being something that is most useful *against* a charge.
I still think the actual artillery guns are kind of worse than useless, they fire too slowly and often get stuck with the barrel pointed straight down unable to help their team in a fight at all, plus now they cost multiple points.
I *do* like the more powerful units costing extra points but I think if a marble worth 1 point hits one, instead of bouncing there until it gets knocked out, it should go in and fill a bar on the sign to signify how close to "purchasing" the unit the team is, one of each color on either side of the sign. That way you don't have marbles getting stuck for a long time bouncing and not contributing troops to the fight, which is what I *thought* the new way of surrendering would be when I first saw it haha.
Yea I will eventually probably use that method
This game really showcases greatly how futile mass assaults were in ww1.
Sure, they look impressive as if they will just punch through the enemy line but then the fire from all sides cuts it down so unbelieveable fast..
Well, not at all what I was expecting. I agree with the other comments that you should adjust some things, maybe add a "can't hurt my own team" setting to the weaponry.
I was thinking too, that as time goes on, the options for troops/vehicles should just slowly become x2, x3, x4 slots and eventually get blocked off so the only options are massive numbers of tanks.
Second thought would be that each team only has a limited amount of decision marbles. When they run out that's it, no more troops.
It's a bug, in all other instances there is no friendly fire. The HQ building likely has a collision layer set wrong. I sometimes upload bugs because they are fun :)
SPOILER ALERT
0:32 the raid of 1914
Orange sends troops to blues base
1:16 banne war
1:56 failed raid atttempt
2:23 raid of 1915
3:41 grand raid of 1916 3:56 St Patrick’s raid
4:09 summoning of 1916
4:54 war of 1917
5:45 Summoning of 1919
6:06 *GRAND RAID OF 1920*
6:52 war of 1921
7:31 Line war
8:22 Bombing of 1928
9:10 War of 1934
9:37 Raid of 1938
9:55 1939 😶
10:21 war of 1940
11:04 Raid of 1942
11:39 war of 1946
12:11 Bombing of 1947
12:40 Raid of 1950
ORANGE VICTORIOUS
13:21 Treaty of Orange
"With friends like these, who needs enemies"
Not gonna lie your videos are somewhat satisfying to watch.
While I still think Officers hurt their own side enough that the most useful officer is the one the enemy has, after seeing this video I have to say that I agree with whoever it was in the last Marble Trench War who said you really need to patch bombardment so that it can't harm the home bases and you should fix that first. Because lol.
So, no one is gonna talk about how that yellow marble that got a 32
3:09 - 4:05
I think the HQ should be immune to barrage, for both sides. (enemy and friendly fire, HQ only)
i miss all the zeplins and other troops
If this isn’t WW1, I don’t know what is
I really enjoy these types of videos!
I think if you had a bot that ran these types of simulations on twitch, with chat integration, similarly to FFTBattlegrounds, it would be very successful.
Please keep putting these out :)
I wonder if the marble wars have any lore.
What does officer do?
11:04 2nd Battle of the Marne
My ADHD is loving this
Thiis is awesome. I want more! Can we download/ play this ourselves?
Now I’m just wondering if the marbles move in random directions in the trenches so infiltrating enemy trenches looks more john wick
Blue: "gg no rm."
How did cyan lose? His home barrage seft attacked the home!
Here's my two cents:
1. You either need to make the headquarters smaller, or change the angle that the barrage comes in from. Or just make the HQ immune to friendly barrages.
2. I feel like you need to make the slots the marbles fall into bigger. I know the whole point of the game is that the marbles decide what units you get, but there were times when they just got stuck bouncing up and down over a slot, denying their side crucial units.
3. This last one is a personal opinion, but I feel like the marbles should focus on occupying trenches more, rather than just charging. Build up a foothold in the enemy lines, and make sure your own defenses are nice and solid. Again that's just my opinion as a guy who usually turtles up in strategy games.
The opening few minutes seems completely pointless. The troops don't have enough time to be able to make a difference to anything before the tanks arrive. Even the massive storm blue made @2:30 was just wiped out with no impact to the base at all.
I think either offensive troops need a boost so that they can break through the lines better, or you should just skip to where tanks are available.
I'm going to rework the map a bit, the current one is extremely sprawly, which does contribute to that
Did blue take themselves out??!!!
No more tank walls 😢
Artillery friendly fire
I wish I could know what this game is, but none of the videos say anywhere
Could you bring back the map?
beans
Where do I get this game?!? Is it a game? Is it just a simulation program? What is it??
where do you get this game?
Not available at the moment
:(@@lostmarbles3d
dam for real?
So not really a game but a simulator? Does the player have any input what so ever?
zero input - I just click record in unity and wait for it to finish
where can we play this?
THIS IS SO COOL AND IM 30
What’s with the favoritism for green? I noticed that any time a orange ball was about to go into the tank slot, it bounced off of nothing instead of going in. Are you seriously rigging the match for a RNG based war simulation? This isn’t and should be nothing like “Pro Wrestling.”
Rigged