Androidz wrote:updated the thing i forgot...
Androidz wrote:This map is about Experience, not luck playing the game a few times and you may discover a hidden code. Now imagne this in Teams games all players have found their own super codes which they can use to elimante the enemies faster. The ones with the rarest and most codes is a certain winner. Can you discover all the hidden codes out there?
Androidz wrote:Lets see if you understand more when the map is out=)
Androidz wrote:(Maybe the revert button can help there;)?)
bryguy wrote:For the last one....
I dont think that if that gets done, it should get done for fog. It would make it WAY to easy for people to know what is happening and where everybody is if like for in AoR: Might, say i (bryguy) to your (taCktiX) aoria castle, then it would probably say something like:
Bryguy stormed the gates of Aoria and took it from taCktiX
which would tell everyone in the game where you/me were at.
Molacole wrote:Suggestion Idea: Paratroopers
Description: territories that allow you to attack anywhere on the battle field. You could also have territories with air defense symbol or something like that so you can control the location of paradrops.
Why It Should Be Considered: Would make things extremely interesting and combined with my max troop limit option it could prove to be a good option to have around without being able to be abused or used as a location to mass troops while having no direction. -(see my max troop limit idea to prevent this from being abused)
Lack Label (Mod Use): [No]
Friskies wrote:I don't know if that was already asked, but I read the XML tutorials and didn't find it there.
Suggestion Idea: weight for territories
specifics: put a weight on territories, so that, when conquered, some territories would earn more than others in terms of reinforcements AND/OR so that conquering some specific territories (and not the whole map) would be accountable for a victory.
Why It should be considered: some territories could be key places like a Castle, a Fort, a Capital, a Gate, and conquering these places would have more weight on the victory. For instance, this could also be coupled with a heavy fortified neutral territory. Or else, one can devise some maps where a balanced victory could be available. One wouldn't be forced to conquer all the enemy's territories, and for a No Card game it would give a less boring end to play.
sam_levi_11 wrote:Suggestion Idea: shared bonus'
If a team holds a continent then you get the bonus, this excludes first go. So if on classic you controlled europe together, at the start of the turn one of the follwoing things could happen (this would be an option when making game):
1) the first team member chooses how much of the bonus to take, the second gets the rest IF they still hold the cont at his turn
2) they both get the bonus
3) the bonus is distributed to the player with the most armys in the continent
4) the bonus is distributed to the player with the most terits in that continent
5) Any of the first 2 but only to players with terits in that continent.
Why It Should Be Considered:
Bring teamwork into play in a new way, stops the having to fort your armies for them to take the terit. Would build camaradery(sp)
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