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drunkmonkey wrote:I think this would be detrimental to strategy, especially in team games. Now, there are times you have to decide between making an attack (usually for a card), or defending a teammate. With this, you could do both easily. It takes away a lot of the tactical decisions that make the game interesting.
I also don't like the idea of being able to send your auto-deploy troops anywhere on the map. That's not what they were designed for. Again, team games would almost be ruined by this. Picture a feudal team game where the lead player is getting 8+ reinforcements from each teammate per turn.
Metsfanmax wrote:Wonderful idea. I think games played on this setting would be interesting in their own unique way.
Victor Sullivan wrote:I see your point, but this is easily fixed if you choose another setting.
mibi wrote:It should be implemented here.
RundyMC wrote:Concise description:
You can reinforce one territory with the troops from another, regardless of if they are connected or not.
Specifics/Details:
This would be an alternative to the current Reinforcement options of Unlimited, Adjacent & Chained.
It would be similar to Adjacent and Chained in that you can only make the one reinforcement but you can Paratroop them to anywhere on the map.
How this will benefit the site and/or other comments:
This will add a new element to the strategy of troop placement & movement. It would be particularly useful on maps that have an auto-deploy.
drunkmonkey wrote:Stickied with 35% disapproval? Really?
Mr_Adams wrote:screw everybody over if they don't go first. first person to go round one forts everything into one good spot, then goes first round 2 and take a huge chunk of the map.
Woodruff wrote:Mr_Adams wrote:screw everybody over if they don't go first. first person to go round one forts everything into one good spot, then goes first round 2 and take a huge chunk of the map.
Yeah, that's pretty much how I see it also. One player gets a manual deployment and everyone else gets an automatic deployment.
40kguy wrote:Woodruff wrote:Mr_Adams wrote:screw everybody over if they don't go first. first person to go round one forts everything into one good spot, then goes first round 2 and take a huge chunk of the map.
Yeah, that's pretty much how I see it also. One player gets a manual deployment and everyone else gets an automatic deployment.
well its just like doodle earth or city mogul you go first you win.
40kguy wrote: well its just like doodle earth or city mogul you go first you win.
stahrgazer wrote:40kguy wrote: well its just like doodle earth or city mogul you go first you win.
I don't doodle, but I've won going second on city mogul.
Reinforce without the regions in-between? No consistency to that in a rt war, unless one considers grabbing everyone by heli and paratrooping them into another place; but a heli would have limited space for the troops. So, perhaps, if there were a penalty, like, lose two to move one if they're not in chain, would work.
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