Metsfanmax wrote:Hasn't paratroop reinforcements been suggested multiple times already?
Yes.
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Metsfanmax wrote:Hasn't paratroop reinforcements been suggested multiple times already?
Queen_Herpes wrote:PLAYER57832 wrote:No, bad idea. Most of the reasons have already been given.
I'm not sure that your post does much to add to the discussion.
If this is added as a new setting, one where players can fortify "across" a map, it simulates what frequently happens in manual deploy games where players drop most (if not all) armies on one territory and bulldoze across the map. While I can see that such a strategy could become boring and predictable, I've enjoyed playing manual against players who employ this strategy. I like the idea of adding this as a new setting for a game for the aspect of changes in strategy that come with the new setting.
Queen_Herpes wrote:PLAYER57832 wrote:No, bad idea. Most of the reasons have already been given.
I'm not sure that your post does much to add to the discussion.
Queen_Herpes wrote:I really like this idea as an option. I'm guessing the suggestion is to have the following reinforcement game settings:
-chained connected
-chained disconnected
-adjacent
-unlimited connected
-unlimited disconnected
natty_dread wrote:I don't really like the idea of all these new game types. Sure, you don't have to play them if you don't want, but all new game type options give more headache to us mapmakers when we have to consider how a certain map would play on this or that game type...
For example, after nuclear spoils were implemented, we now have to consider nuclear games, where any territory is liable to be nuked... which is already causing some headache for mapmakers when they design maps with losing conditions.
What I'm saying is, implementing more game types makes it harder to design maps that function well with any settings. Thus, I personally am really reluctant to see much more game settings, unless they are the kind of settings that do not mess with the existing game dynamics too much.
Instead of new game settings, I'd much rather see new XML features. This way any features a map will have will be designed to work for that map.
For example, instead of this suggestion, we could get new XML tags related to reinforcements: borders that only allow reinforcements but not assaults. Borders that allow assaults but not reinforcements (but through which you can still advance after assault). Territories that automatically shift troops to other territories. Etc. etc. Those kinds of things could provide much more interesting and varied game dynamics than a simple new game option could.
OliverFA wrote:So, no more pointless game options please. Let's limit to really meaningful game options. And let's get them implemented a day not too far in future please.
Queen_Herpes wrote:OliverFA wrote:So, no more pointless game options please. Let's limit to really meaningful game options. And let's get them implemented a day not too far in future please.
Oliver, I agree that some of the suggestions are a little bit out there. However, lets not discourage members from posting here in suggestions. If they have an idea, perhaps it could be developed further and eventually might become one of those "Infected Neutrals" or "Poker Spoils" type of suggestions that garners a lot of support and commentary from other users.
"Bad" ideas tend to get little response from the community that supports the suggestion, whereas the ones with considerable support tend to get submitted for review...
Woodruff wrote:Queen_Herpes wrote:OliverFA wrote:So, no more pointless game options please. Let's limit to really meaningful game options. And let's get them implemented a day not too far in future please.
Oliver, I agree that some of the suggestions are a little bit out there. However, lets not discourage members from posting here in suggestions. If they have an idea, perhaps it could be developed further and eventually might become one of those "Infected Neutrals" or "Poker Spoils" type of suggestions that garners a lot of support and commentary from other users.
"Bad" ideas tend to get little response from the community that supports the suggestion, whereas the ones with considerable support tend to get submitted for review...
To die an ugly 4-year death in the submitted pile while NUCLEAR SPOILS gets implemented.
Queen_Herpes wrote:OliverFA wrote:So, no more pointless game options please. Let's limit to really meaningful game options. And let's get them implemented a day not too far in future please.
Oliver, I agree that some of the suggestions are a little bit out there. However, lets not discourage members from posting here in suggestions. If they have an idea, perhaps it could be developed further and eventually might become one of those "Infected Neutrals" or "Poker Spoils" type of suggestions that garners a lot of support and commentary from other users.
"Bad" ideas tend to get little response from the community that supports the suggestion, whereas the ones with considerable support tend to get submitted for review...
bobby538 wrote:this is cool except cc would have to design a paratrooper medal and everybody would have to get it
natty_dread wrote:Guys, just because a suggestion is "submitted", does not mean it has been approved for the site. It simply means it has been submitted for the consideration of lackattack, who ultimately makes the final decision whether or not to implement the suggestions. The suggestions simply provide him an idea of what kind of updates people would like to see. However, just because a lot of people support a certain suggestion, doesn't necessary make it a feasible idea for the whole site...
OliverFA wrote:It's my personal opinion that this actually detracts from strategy instead of adding.
Part of the strategy is being able to split an opponent territory in two, with the major consequence that reinforcements can not pass from one half to the other. With this option, players can do what they want where they want. No need to tink in advance. No need to plan, and actually, less strategy.
owenshooter wrote:OliverFA wrote:It's my personal opinion that this actually detracts from strategy instead of adding.
Part of the strategy is being able to split an opponent territory in two, with the major consequence that reinforcements can not pass from one half to the other. With this option, players can do what they want where they want. No need to tink in advance. No need to plan, and actually, less strategy.
i was just about to post this exact thing... but with bigger words... agree 100 percent...-the black jesus
greenoaks wrote:owenshooter wrote:OliverFA wrote:It's my personal opinion that this actually detracts from strategy instead of adding.
Part of the strategy is being able to split an opponent territory in two, with the major consequence that reinforcements can not pass from one half to the other. With this option, players can do what they want where they want. No need to tink in advance. No need to plan, and actually, less strategy.
i was just about to post this exact thing... but with bigger words... agree 100 percent...-the black jesus
absolutely, there is no strategy involved to counter such a move
it is preposterous to think we should be able to fort to anywhere on a map even though we can deploy to any terit
drunkmonkey wrote:I honestly wonder why anyone becomes a mod on this site. You're the whiniest bunch of players imaginable.
Ron Burgundy wrote:Why don't you go back to your home on Whore Island?
Fewnix wrote:I respectfully suggest it is wrong to say there is no successful defensive option available when an opposing player can "paratroop"- fort to any tert he or she owns. To use the Classical example, one player holds Oceania and thinks an opposing player can threaten that bonus by forting a big stack to Bangkok. for the "paratroop" option to be a threat the opposing player would have to a) hold Bangkok and b) be able to fort a large stack to Bangok and C) wait until the next turn to use that forted army on Bangkok. We could probbabhly throw in a D> for the opposing player not deploying whatever armies she or he might get from bonuses and to Bangkok and attacking Oceania that turn. I think we could deal with that potential threat in a game where it was the option and it might add an extra spice.
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