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Re: Paratroop Reinforcements

PostPosted: Sun Mar 27, 2011 5:54 pm
by OliverFA
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.

Re: Paratroop Reinforcements

PostPosted: Sun Mar 27, 2011 7:36 pm
by owenshooter
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

Re: Paratroop Reinforcements

PostPosted: Mon Mar 28, 2011 10:55 am
by greenoaks
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

Re: Paratroop Reinforcements

PostPosted: Mon Mar 28, 2011 12:39 pm
by OliverFA
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


Oh well. In fact, we should not be able to deploy to any territory. But this is a change so complicated to the site that I have renounced to propose it. (I am trying to be realistic ;) )

Re: Paratroop Reinforcements

PostPosted: Wed Apr 13, 2011 6:51 pm
by JoshyBoy
I really like this suggestion.

Re: Paratroop Reinforcements

PostPosted: Wed Apr 13, 2011 10:25 pm
by blakebowling
Sticky.

Re: Paratroop Reinforcements

PostPosted: Tue Apr 19, 2011 11:06 pm
by Fewnix
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.

Re: Paratroop Reinforcements

PostPosted: Tue Apr 19, 2011 11:18 pm
by greenoaks
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.

i also think anticipating troops arriving from elsewhere in the world would not leave you defenseless.

ps. did you vote ?

Re: Paratroop Reinforcements

PostPosted: Tue Apr 19, 2011 11:46 pm
by Funkyterrance
Seems like there would be 2 possible scenarios that I can think of so far.

Scenario 1:
Armies clash fast and furious in the beginning.
Players are left with nothing to attack with so would be like starting over and over and over again.

Scenario 2:
One player is able to hold a bonus early on after the initial clash of armies.
That player dominates the rest of the game.

Escalating would alter this but only further skeletonize the game.
Sound like fun?

Re: Paratroop Reinforcements

PostPosted: Sat May 07, 2011 3:15 am
by steak
I like the idea of paradrops, but maybe not implemented as a reinforcement option. On new maps with a modern or WW2 concept, you could make autodeploy territs called paratroop dropzones, or connect 'airfield' territories to 'paradrop' territories that are distant from each other (and make them one way attacks only if you like) or something else map-related.

Imagine using this option with a map like peloponnesian war... suddenly the byzantine autodeploy zone can drop to the other side of greece... I'm pretty sure the map designer did not have this in mind, it is...silly.

Re: Paratroop Reinforcements

PostPosted: Sun May 08, 2011 10:40 am
by GreecePwns
I think fortifications in general should have more options. Options being the key word.

no fortifications
single adjacent (what we call "adjacent" now)
single chained (what we call "chained" now)
unlimited chained (what we call "unlimited" now)
single paratroop (only one fort of this kind)
unlimited paratroop (as many forts of this kind as are wanted)

that pretty much covers all possibilities.

what about if paratroop fortifications came at a cost? for example, to be able to make such a fortification, you lose an army or some percentage of the armies being moved?

Re: Paratroop Reinforcements

PostPosted: Sun May 08, 2011 12:11 pm
by blakebowling
What about unlimited chained, with one paratroop? it may be unbalanced though, now that I think about it.

Re: Paratroop Reinforcements

PostPosted: Thu May 12, 2011 1:04 pm
by Sword Master
Yes I think it's a good idea! It fills a hole in the system really!

Re: Paratroop Reinforcements

PostPosted: Tue May 17, 2011 12:11 pm
by vaughn03
I kind of agree with try it and see how it effects strategy...

Maybe it would work well with some maps? WWII Poland..?

I always like options in life...

Re: Paratroop Reinforcements

PostPosted: Thu May 26, 2011 9:59 am
by dawg1
I think this defeats the purpose of trying to your connect regions. If the "Yes" vote wins, I will surely try it. But I don't think this will be a common game option that is played.

Re: Paratroop Reinforcements

PostPosted: Thu May 26, 2011 11:31 am
by greenoaks
dawg1 wrote:I think this defeats the purpose of trying to your connect regions. If the "Yes" vote wins, I will surely try it. But I don't think this will be a common game option that is played.

i thought that abot Nuke's

Re: Paratroop Reinforcements

PostPosted: Fri May 27, 2011 11:34 pm
by kabuki.mono
General Brewsie wrote:I can think of no reason to reject this setting as an optional configuration along side all the others currently offered. I don't think I would knowingly join a game using it and I think I would never set up a game using it, because it seems to me that it negates all the strategy and hard work a player or team puts into the first rounds of a game, but I may be wrong. "The proof of the pudding is in the eating," as the proverb goes. In other words, try it and see if it is appreciated. If it is tried and then not used any more, delete it. My only fear is that one might try it, decide never to use it, then find himself in a tourney or a random game where it is a setting. That would not be a calamity, since it would be a rare occurrence; it would be only a nuisance.


I agree with what's been said here.

Re: Paratroop Reinforcements

PostPosted: Tue May 31, 2011 2:13 pm
by vodean
couldn't it be an on/off option so that you could play it chained adjacent and unlimited?

Re: Paratroop Reinforcements

PostPosted: Fri Jun 10, 2011 11:59 pm
by Dukasaur
I like this suggestion. Remember, the idea is that you could only make ONE paradrop per turn, so all the doom and gloom opposition about how this would eliminate strategic planning is mistaken. I think making ONE paradrop is significantly more restrictive than the current Unlimited setting.

Real life history suggests that paratroopers result in more complex, not less complex, planning for the strategist. Think: Eindhoven.

This suggestion, if used, would also go a long way to preventing the natural tendency of some maps to deadlock.

Re: Paratroop Reinforcements

PostPosted: Wed Jun 15, 2011 12:18 pm
by The Voice
It would be interesting to see a map created with this type of forting in mind. Probably have to find some way to allow for paratrooper forting without every territory simply being able to attack one another, eh?

Re: Paratroop Reinforcements

PostPosted: Mon Jun 20, 2011 1:49 am
by jsnyder748
yes it sounds cool, would be popular with qauds manual games that is for sure. and another medal !

Re: Paratroop Reinforcements

PostPosted: Mon Jun 20, 2011 2:36 am
by greenoaks
jsnyder748 wrote:yes it sounds cool, would be popular with qauds manual games that is for sure. and another medal !

there is currently no medal based on Reinforcements. every other category of game options has at least 1.

Re: Paratroop Reinforcements

PostPosted: Wed Jun 22, 2011 1:00 pm
by MyTurnToWin
You got my yes vote... I like the idea.

Re: Paratroop Reinforcements

PostPosted: Sun Jul 10, 2011 3:38 pm
by TheForgivenOne
Alright, I am going to move this to Submitted.

Re: Paratroop Reinforcements

PostPosted: Thu Feb 16, 2012 1:03 am
by greenoaks
any word on this suggestion's progress?