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[GP/UI] Paratroop Reinforcements

PostPosted: Wed Dec 27, 2006 11:15 pm
by RundyMC
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.

PostPosted: Wed Dec 27, 2006 11:36 pm
by Ronaldinho
NO thats fucking ridiculas!

PostPosted: Wed Dec 27, 2006 11:36 pm
by spiesr
Not another option.

PostPosted: Thu Dec 28, 2006 12:19 am
by sfhbballnut
then everybody would consolidate all of there trroops on the firts turn, it'd be pointless

PostPosted: Thu Dec 28, 2006 12:20 am
by RundyMC
it'd be interesting.

Airlifts (Fortifications)

PostPosted: Fri Jan 25, 2008 12:20 am
by ozmars
As a further alternative to the existing fortifications - an airlift would allow a player to fortify from anywhere to anywhere.

Only one fortification per turn would be allowable.

Why is it needed? Well - for a bit of variety.

Also right now in Europe I have a stack of armies stuck in Portugal that really need to get to Moscow in a hurry!

Interesting

PostPosted: Sun Jan 27, 2008 11:58 pm
by frankroz
to take it a step further, an airlift should require you to lose 10% of your troops on an airlift (min of 1 troop). Afterall, your trying to high tail it out of dodge (or into dodge).

flying reinforcements

PostPosted: Sun Apr 26, 2009 8:11 pm
by a.sub
Concise description:
reinforcement OPTION where any of your territs can fort any other territ regardless if they are connected by a path of your territories

Specifics:
its like unlimited but they dont have to be connected

This will improve the following aspects of the site:
[list]
imagine the new level of strategy involved with this. your drops on things like circus maximus mean next to nothing now. one way borders add the strategy of only one way attacking. think about world 2.1 ... nuff said. ;) also team games are completely diff because you can move your troops to your buddies assault front, not just their border.
please note its only an option if done.

Re: flying reinforcements

PostPosted: Sun Apr 26, 2009 8:50 pm
by jnd94
Sounds Fun. :twisted:

Re: flying reinforcements

PostPosted: Sun Apr 26, 2009 8:53 pm
by kcoenich
Interesting... but you could set like one of that tipe of reinforcement per turn... like unlimited with that option, max 1 time of that specific tipe or something. Equal as chained and adjacent (of course, cause they only allow 1 reinforcement at all, jaja)

Re: flying reinforcements

PostPosted: Sun Apr 26, 2009 9:02 pm
by sailorseal
I love this idea! Whole new strategy! I would play it all the time

Re: flying reinforcements

PostPosted: Sun Apr 26, 2009 9:22 pm
by Woodruff
a.sub wrote:Concise description:
reinforcement OPTION where any of your territs can fort any other territ regardless if they are connected by a path of your territories

Specifics:
its like unlimited but they dont have to be connected

This will improve the following aspects of the site:
[list]
imagine the new level of strategy involved with this. your drops on things like circus maximus mean next to nothing now. one way borders add the strategy of only one way attacking. think about world 2.1 ... nuff said. ;) also team games are completely diff because you can move your troops to your buddies assault front, not just their border.
please note its only an option if done.


I think I would enjoy this, but only if it could also be "adjacent" or "chained". The idea of this alongside of "unlimited" just doesn't sound enjoyable to me in any way.

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 3:05 am
by Artimis
a.sub wrote:Concise description:
reinforcement OPTION where any of your territs can fort any other territ regardless if they are connected by a path of your territories

Specifics:
its like unlimited but they dont have to be connected

This will improve the following aspects of the site:
    imagine the new level of strategy involved with this. your drops on things like circus maximus mean next to nothing now. one way borders add the strategy of only one way attacking. think about world 2.1 ... nuff said. ;) also team games are completely diff because you can move your troops to your buddies assault front, not just their border.
    please note its only an option if done.


I would definitely like this as an optional setting.
  • Adjacent
  • Chained
  • Unlimited
  • Flying <-----

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 10:35 am
by Timminz
would flying mean unlimited as well, or would you like to see, flying-single, and flying-unlimited as multiple options?

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 10:48 am
by a.sub
Timminz wrote:would flying mean unlimited as well, or would you like to see, flying-single, and flying-unlimited as multiple options?

i think both options are valid, and we could do this in a double selection process
reinforcements
Adjacent, Chained, Flying
Amount
Single, Infinite (doesnt apply to adjacent), ****

**** we could actuially use this format to have a setting where you can fortify 8 adjacents, or 12 chained, etc.

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 11:51 am
by kcoenich
I see it more like passive option for all of the existing ones... you know, like chained (of course only one reinforcement), for unlimited would be like only two flying reinforcements allowed per turn or something... and so on.

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 12:51 pm
by Woodruff
kcoenich wrote:I see it more like passive option for all of the existing ones... you know, like chained (of course only one reinforcement), for unlimited would be like only two flying reinforcements allowed per turn or something... and so on.


If only two flying reinforcements were allowed per turn, then why would you call it "unlimited"?

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 12:54 pm
by kcoenich
cause you could keep doing traditional reinforcements.... would be like "special" kind of reinforcements

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 6:01 pm
by a.sub
concept
Image

Re: flying reinforcements

PostPosted: Mon Apr 27, 2009 7:09 pm
by hwhrhett
seems like these 'flying' reinforcements with freestyle, clicky maps, etc.... would create a new niche for people with fast fingers to abuse. imagine freestyle team games when youve got unlimited 'flying' reinforcements, you would be able to kill the whole other team before they even got to play 1 single turn!!

Re: flying reinforcements

PostPosted: Tue Apr 28, 2009 1:11 pm
by ubersky
We can't disregard options just because of potential abuse. We must do our best to think of ways to avoid it though.

There are good nuggets of gameplay options in this thread so far:

1) "True" unlimited reinforcements ("flying")
2) Optional Restrict non-connected reinforcements to # of reinforcements per turn

I'd like to add:
3) Optional Restrict amount of non-connected reinforcements (i.e. troop count) if # of reinfs is restricted.
4) Optional Restrict amount of non-connected reinforcements per target territ

I think it's a great gameplay option, similar to Adjacent Attacks. it's not for everyone, but if enough people will play games in that style, it's worthwhile.

I wonder if we could sandbox test it.

Re: flying reinforcements

PostPosted: Thu May 21, 2009 1:30 am
by a.sub
epic bump?
i just wanna see how this goes, i dont see any complaints past
hwhrhett wrote:seems like these 'flying' reinforcements with freestyle, clicky maps, etc.... would create a new niche for people with fast fingers to abuse. imagine freestyle team games when youve got unlimited 'flying' reinforcements, you would be able to kill the whole other team before they even got to play 1 single turn!!

which was out weighed by
ubersky wrote:We can't disregard options just because of potential abuse. We must do our best to think of ways to avoid it though.

There are good nuggets of gameplay options in this thread so far:

1) "True" unlimited reinforcements ("flying")
2) Optional Restrict non-connected reinforcements to # of reinforcements per turn

I'd like to add:
3) Optional Restrict amount of non-connected reinforcements (i.e. troop count) if # of reinfs is restricted.
4) Optional Restrict amount of non-connected reinforcements per target territ

I think it's a great gameplay option, similar to Adjacent Attacks. it's not for everyone, but if enough people will play games in that style, it's worthwhile.

I wonder if we could sandbox test it.

Re: flying reinforcements

PostPosted: Thu May 21, 2009 10:27 am
by kcoenich
yeah... the option of beeing paired with the other types of options would be great...

Re: flying reinforcements

PostPosted: Thu May 21, 2009 6:49 pm
by HardAttack
I was about to suggest of invisible reinforcement. Would be some kinda new exciting exprience. No one and even yourself will not see and understand where you had reinforced your troops. Flying, walking or running nor matter what it is, all are in invisible mode. How is it ? :D

Omg, you guys make me laugh a lot with your amazing suggestions.

Re: flying reinforcements

PostPosted: Thu May 21, 2009 6:58 pm
by HardAttack
ubersky wrote:
hwhrhett wrote:seems like these 'flying' reinforcements with freestyle, clicky maps, etc.... would create a new niche for people with fast fingers to abuse. imagine freestyle team games when youve got unlimited 'flying' reinforcements, you would be able to kill the whole other team before they even got to play 1 single turn!!

We can't disregard options just because of potential abuse. We must do our best to think of ways to avoid it though.

There are good nuggets of gameplay options in this thread so far:

1) "True" unlimited reinforcements ("flying")
2) Optional Restrict non-connected reinforcements to # of reinforcements per turn

I'd like to add:
3) Optional Restrict amount of non-connected reinforcements (i.e. troop count) if # of reinfs is restricted.
4) Optional Restrict amount of non-connected reinforcements per target territ

I think it's a great gameplay option, similar to Adjacent Attacks. it's not for everyone, but if enough people will play games in that style, it's worthwhile.

I wonder if we could sandbox test it.


Look at the red highlighted and bolded statement you have there mate. I am asking how much you are sure about it ?
Answer the below ;
Why some certain players had been accused of farming new recruits before ? And systematically joining in new recruit's games considered to be a way of farming and also considered to be abuse. Now you have to be very careful when joining in new recruit made games. The fun of joining in new recruit made games no more valid. (To me, it is no fun but some ppl would love it, i m not sure) So maybe you would show some best ways to avoid such an abuse which then i will be glad :)

hwhrhett is very true in his point.