[GP]Zombie Spoils

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Should this be implemented? [Restarted Poll]

Yes
147
71%
No
60
29%
 
Total votes : 207

[GP]Zombie Spoils

Postby greenoaks on Mon Oct 11, 2010 12:36 am

Concise description:
The spoils cashed turn the territory neutral.


Specifics/Details:
Unlike Nuclear spoils which reduces a territory to 1 neutral, in Zombie spoils the troops remain but become neutral. They do not attack/advance and they do not receive auto-deploys or territory bonuses.


How this will benefit the site and/or other comments:
This adds another element to gameplay.
Last edited by greenoaks on Fri Nov 05, 2010 12:45 am, edited 2 times in total.
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Re: Zombie Spoils

Postby DaveH on Mon Oct 11, 2010 1:57 am

Good title and idea!
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Re: Zombie Spoils

Postby General Brewsie on Mon Oct 11, 2010 7:55 am

I agree with DaveH on both accounts, the idea and the name of the characteristic.
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Re: Zombie Spoils

Postby IcePack on Mon Oct 11, 2010 11:43 am

I'm in favor of this, interesting and fun element
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Re: Zombie Spoils

Postby CreepersWiener on Mon Oct 11, 2010 7:04 pm

Yes, another good idea...seems like deja vu. I would like to kick some Zombie ASS!
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Re: Zombie Spoils

Postby Victor Sullivan on Mon Oct 11, 2010 8:56 pm

YES
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Re: Zombie Spoils

Postby Darwins_Bane on Mon Oct 11, 2010 9:00 pm

Perhaps you should check out this suggestion. It might interest you.
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10/11/2010 02:59:39 ‹TheForgivenOne› No.
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Re: Zombie Spoils

Postby Victor Sullivan on Mon Oct 11, 2010 9:16 pm

Darwins_Bane wrote:Perhaps you should check out this suggestion. It might interest you.

A very cool suggestion, that is. But it's not quite the same. This is much simpler and the neutrals would be non-aggressive.
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Re: Zombie Spoils

Postby greenoaks on Mon Oct 11, 2010 9:44 pm

Darwins_Bane wrote:Perhaps you should check out this suggestion. It might interest you.

i know about that as i was there all those years ago when the method of attack/target choice was being refined. i suppose i should read the last few pages of it to see why it died.

besides the word Zombie this suggestion has no relation to that one. i'd thought of a few other headings such as Rebellion Spoils but Zombie just jumps out as a suitable name ie. your troops are still there but they will never be yours again.
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Re: Zombie Spoils

Postby Clockwork11 on Mon Oct 11, 2010 10:56 pm

Totally for this idea. I think we need more spoils options.
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Re: Zombie Spoils

Postby Darwins_Bane on Mon Oct 11, 2010 11:54 pm

greenoaks wrote:
Darwins_Bane wrote:Perhaps you should check out this suggestion. It might interest you.

i know about that as i was there all those years ago when the method of attack/target choice was being refined. i suppose i should read the last few pages of it to see why it died.

besides the word Zombie this suggestion has no relation to that one. i'd thought of a few other headings such as Rebellion Spoils but Zombie just jumps out as a suitable name ie. your troops are still there but they will never be yours again.


Perhaps it's just me but for me, zombies implies something that attacks, albeit mindlessly. i feel like this option is still to similar to nuke spoils tho. the only thing that really differentiates the two is that instead of reducing the neutral to a 1, all of the troops remain instead. I'm not trying to discourage you, but I am merely remarking at my personal thoughts on the subject.
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Re: Zombie Spoils

Postby drunkmonkey on Tue Oct 12, 2010 12:18 am

I don't like the idea. One of the fun features of nuclear is that you can't build up any large forces to protect bonuses. This option would let you build up large stacks on the outside borders of bonuses, and if you get nuked, you're still protected by a neutral force. Seems like it would lead to a lot more stalemates.
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Re: Zombie Spoils

Postby TheForgivenOne on Tue Oct 12, 2010 12:22 am

Maybe change it to Switzerland spoils then? 8-[
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Re: Zombie Spoils

Postby General Brewsie on Tue Oct 12, 2010 1:46 am

CreepersWiener wrote:Yes, another good idea...seems like deja vu. I would like to kick some Zombie ASS!

Seems like a rather antisocial, aggressive, even violent response. Like the kind that inspires vandalism where the perpetrator feels that he will not be caught doing things counter to the welfare of society. Graffiti in public restroom stalls, street lights shot out with pellet guns, car key scratches on cars in parking lots, etc. Come on, Weiner, even zombies have the right to live. (Don't they?) :lol:
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Re: Zombie Spoils

Postby General Brewsie on Tue Oct 12, 2010 1:55 am

drunkmonkey wrote:I don't like the idea. One of the fun features of nuclear is that you can't build up any large forces to protect bonuses. This option would let you build up large stacks on the outside borders of bonuses, and if you get nuked, you're still protected by a neutral force. Seems like it would lead to a lot more stalemates.

I agree with drunkmonkey's assessment of the affect of the nuke configuration, but I don't agree that not being able to build stacks easily is a good thing. I think that by leaving a 1-army "bridge" instead of eliminating it as we do in Nuclear we would be adding an interesting option at the same time as we would be eliminating a different one, but at the same time eliminating a major cause of creating games that drag on far too long.
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