[GP/UI] No Fortifications / Reinforcements

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Re: a none reinforcement style!!! by caribbean soul

Postby DoomYoshi on Fri Nov 16, 2012 4:34 pm

I like it. It's kinky, but I can deal with some bondage.
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Re: a none reinforcement style!!! by caribbean soul

Postby Metsfanmax on Sat Nov 17, 2012 11:32 am

This was an idea that had some merit a long time ago:

viewtopic.php?f=471&t=116801
viewtopic.php?f=471&t=83813

It never really had whole hearted support, so it didn't get off the ground. If people are more interested in it now, we can re-examine it.
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Re: a none reinforcement style!!! by caribbean soul

Postby chapcrap on Tue Nov 20, 2012 2:30 pm

I think this would be a good option.
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Re: a none reinforcement style!!! by caribbean soul

Postby agentcom on Wed Nov 21, 2012 1:34 am

http://www.conquerclub.com/forum/viewto ... 71&t=83813

This thread that Mets linked to is awesome. There's some great smart-ass commentary and some people actually played a test game to see how it would work out. At some point, these identical suggestions should probably get merged together (and I'm sure there are more like them out there). There is some good stuff in these old threads.

Also, in the two threads linked to, I can't really find any reason for this being rejected. So maybe we should keep this one in the active suggestions forum and try to pull these threads together (especially given what the OP here looks like).
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Re: a none reinforcement style!!! by caribbean soul

Postby Metsfanmax on Wed Nov 21, 2012 1:38 am

agentcom wrote:http://www.conquerclub.com/forum/viewtopic.php?f=471&t=83813

This thread that Mets linked to is awesome. There's some great smart-ass commentary and some people actually played a test game to see how it would work out. At some point, these identical suggestions should probably get merged together (and I'm sure there are more like them out there). There is some good stuff in these old threads.

Also, in the two threads linked to, I can't really find any reason for this being rejected. So maybe we should keep this one in the active suggestions forum and try to pull these threads together (especially given what the OP here looks like).


Go for it. I'm normally opposed to minor variants on existing gameplay, if the only real reason for doing it is just so that players have more options, but I think that no reinforcements is a different enough style of gameplay to warrant serious consideration.
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Re: a none reinforcement style!!! by caribbean soul

Postby DoomYoshi on Wed Nov 21, 2012 1:53 am

Ok, I withdraw my support after thinking about it.

Consider a few ridiculous scenarios:

I attack a territory and I can advance troops, but if I advance 0 and end attacks, then I can't immediately place those troops there. This seems like a ridiculous and arbitrary choice. The same can be said about trench though (if you advance to a new terrritory you cant attack the same territory that you would have been able to attack) which is a setting I like, but in that case, the strategy element of it makes sense.

I start with territories in the middle of the dust bowl. Normally, I can save 1 troop. This way, I can save 0 troops.

1v1 becomes a total dice slog.
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Re: a none reinforcement style!!! by caribbean soul

Postby chapcrap on Wed Nov 21, 2012 11:58 pm

DoomYoshi wrote:Ok, I withdraw my support after thinking about it.

Consider a few ridiculous scenarios:

I attack a territory and I can advance troops, but if I advance 0 and end attacks, then I can't immediately place those troops there. This seems like a ridiculous and arbitrary choice. The same can be said about trench though (if you advance to a new terrritory you cant attack the same territory that you would have been able to attack) which is a setting I like, but in that case, the strategy element of it makes sense.


I start with territories in the middle of the dust bowl. Normally, I can save 1 troop. This way, I can save 0 troops.

1v1 becomes a total dice slog.

First, move your troops correctly, that's your fault, not the settings' fault.

Second, not every setting is for every map. And, with Dust Bowl's new XML, that wouldn't matter anyway, because both players would be in the same boat.
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Re: No Reinforcements Option

Postby spiesr on Fri May 31, 2013 3:09 pm

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Re: No Reinforcements Option

Postby Funkyterrance on Mon Jun 03, 2013 11:42 am

I'm anti this suggestion and I'll tell you why: I think there are already too many "obscure" settings.

This would be an unsettling setting for a new player and games started like this might drive away newcomers. I also think this might turn into another setting that high ranks would just use for a while to gain points until people got used to it and then it would probably be abandoned. I personally think it might be fun but for the sake of the greater good, maybe it should not be done. You could always play the "gentlemanly" version mentioned earlier and make a private game where everyone agrees not to fortify right?
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ng option Re: No Reinforcements Option

Postby Fazeem on Tue Jun 04, 2013 9:44 pm

Interesting option but should it not be called no fortifications?
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Re: ng option Re: No Reinforcements Option

Postby spiesr on Tue Jun 04, 2013 9:52 pm

Fazeem wrote:Interesting option but should it not be called no fortifications?
The term used "officially" on the site is Reinforcements.
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Re: ng option Re: No Reinforcements Option

Postby betiko on Wed Jun 05, 2013 10:05 am

spiesr wrote:
Fazeem wrote:Interesting option but should it not be called no fortifications?
The term used "officially" on the site is Reinforcements.


Yup read the tread from the start and don t understand what is unclear about a reinforcement for some of you. On the drop it s deployment or drop, not reinforcements!

Regarding this option, why not. It seemed unplayable on the first thought, but could be interesting. Any new setting makes you think of new strategies and solve new problems. I guess that with those rules a good strategy would be to reduce to 1s territories adjacent to your bonus/ the one you want to take and advance slowly and with patience. I think that with such rule there could be lots of turning points in a given game.
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Re: No Reinforcements Option

Postby The Voice on Wed Jun 05, 2013 11:02 am

People who use the timing out to their benefit in games with spoils are no longer punished by not being able to fort.
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Re: No Reinforcements Option

Postby chapcrap on Sat Jun 15, 2013 11:09 am

The Voice wrote:People who use the timing out to their benefit in games with spoils are no longer punished by not being able to fort.

This is the most relevant point to this not being implemened, as far as I can see.

I think before this is implemented (if it is), then the thread below also needs to be implemented to protect against the situation that The Voice is talking about.

viewtopic.php?f=4&t=188165#p1009545
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Re: [GP/UI] No Fortifications / Reinforcements

Postby spiesr on Thu Sep 05, 2013 10:14 pm

IMPLEMENTED
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Re: [GP/UI] No Fortifications / Reinforcements

Postby Invdr_zim on Fri Sep 06, 2013 2:53 pm

sounds interesting, go for it
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Re: No Reinforcements Option

Postby greenoaks on Fri Sep 06, 2013 9:31 pm

when will this be moved to Implemented ?
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Re: No Reinforcements Option

Postby Dukasaur on Fri Sep 06, 2013 9:38 pm

chapcrap wrote:
The Voice wrote:People who use the timing out to their benefit in games with spoils are no longer punished by not being able to fort.

This is the most relevant point to this not being implemened, as far as I can see.

I think before this is implemented (if it is), then the thread below also needs to be implemented to protect against the situation that The Voice is talking about.

viewtopic.php?f=4&t=188165#p1009545

Now that the no forts option is a reality, the no refusing cards bugfix becomes even more crucial.
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Re: [GP/UI] No Fortifications / Reinforcements

Postby spiesr on Fri Sep 06, 2013 9:40 pm

Last edited by spiesr on Mon Dec 30, 2013 8:15 pm, edited 2 times in total.
Reason: Added another.
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