| The documentation | FAQ | Calculate costs | Calculate players |
|---|
| Content |
|---|
| Funwars |
| Your players |
| Your Inventory |
| Players' properties in detail |
Funwars
Funwars are wars against other clans that neither bring money nor points, but are a good training for the participating players. They are therefore an important complement to Leaguewars, which have the same training effect.
You can initiate funwars by starting a server and wait for an enemy clan to connect, or by connecting to a already started server.
If you want to compete only against a particular clan or a group of clans, you can start your server with a password. Then only leaders knowing this password can connct and therefore initiate a war against your clan.
go to topYour players
Please also read about the player's properties in detail.
Your active players are the players paticipating in wars. Inactive Players won't fight in wars, but may be swapped with active ones between wars.
As you will always have five active players, the count of your inactive players will be between zero and five players, depending on the level of your TV-room and your transfer strategy.
By upgrading your TV-room you can unlock up to five additional player slots to have a wider range of opportunities. Note that you will have to replace too old players once in a while!
Your players will not cause regular costs, the only expense is the purchase price shown on the transfer market. Purchase prices differ because of different skill levels and age of the appraised players.
Please note that a sold player who has played in a clan before can't be purchased by anyone including you. You cannot transfer players between two clans.
go to topYour inventory
Your inventory consists of the objects you've bought, so weapons and accessories. You can (and should) assign these objects to your players, they will then start using them in wars.
You can provide players with weapons so they cause more damage and protect them with different armor which may absorb some of the damage dealt by your opponents.
Weapons are divided according to the three ranges in short, medium and long range. It makes sense to equip your players with weapons as soon as possible so that they are trained in the use of these weapons.
Armor is also divided into three groups, however not depending on the distance, but on the hitzones. Therefore a helmet reduces damage dealt by headshots but helps not against bullets in the torso or legs.
A player may of course carry armor of every hitzone, while only one weapon can be assigned to him. This assignment can be made only between the wars.
go to topPlayers' properties in detail
All players have a number of properties that can be confusing at first glance. Here's the explanation in detail:
Nick: The name of the player, no surprise eh? ;-)
Level: The level of a player specifies how much experience a player has already collected. It is calculated from the combat skills and weapons skills. For details, see below.
Too old in: A player can not indefinitely maintain his power, at some point he is too old and is no longer of any use. Fortunately, the date of this spontaneous decay is nowadays predictable to the hour, so that you can (and should) work on plans to replace such a player in time.
If you miss replacing your player in time, you can still participate in wars. But do not wonder if your overall performance drops noticable.
Attributes: A player has seven attributes: Aiming , Evasion, Movement, Reflexes, Constitution, Concentration and Teamplay. Depending on the distance the player's other attributes are more important than others:
Long range players need a lot of concentration and aiming; little less reflexes and constitution and least Movement and evasion.
Medium range fighters need much evasion and constitution, less Aiming and movement, and therefore may lack of concentration and reflexes without losing performance.
Short range players on the other hand are highly dependent on reflexes and a good movement, less on evasion and concentration and do not need huge amounts of constitution and aiming.
The attribute Teamplay is an exception, as it turns out to be equally useful for all kinds of players.
Short, medium and long range skills specify how much experience the player has collected at the corresponding range. The more he acts on this distance, the higher the gain of experience. It obviously may happen that a long range fighter is forced to fight in short or medium ranges, too, even if he will try to meet his player on a greater distance.
Weapon skills indicate how well the player can deal with the types of weapons . If he has never been using an SMG (short range weapon), he will be not experienced with it. It may be not useful to e.g. equip a long range fighter with an SMG, as you probably can imagine...
Preferred range determines the distance that the player will try establish to his opponents. Of course this does not always work out, but this setting has a strong influence on the skill of the players, though.