[GP/UI] Paratroop Reinforcements

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Would you like to see this implemented ?

Yes
136
57%
No
102
43%
 
Total votes : 238

Re: flying reinforcements

Postby kcoenich on Mon Apr 27, 2009 11:51 am

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.
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Re: flying reinforcements

Postby Woodruff on Mon Apr 27, 2009 12:51 pm

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"?
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Re: flying reinforcements

Postby kcoenich on Mon Apr 27, 2009 12:54 pm

cause you could keep doing traditional reinforcements.... would be like "special" kind of reinforcements
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Re: flying reinforcements

Postby a.sub on Mon Apr 27, 2009 6:01 pm

concept
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Re: flying reinforcements

Postby hwhrhett on Mon Apr 27, 2009 7:09 pm

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!!
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Re: flying reinforcements

Postby ubersky on Tue Apr 28, 2009 1:11 pm

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.
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Re: flying reinforcements

Postby a.sub on Thu May 21, 2009 1:30 am

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.
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Re: flying reinforcements

Postby kcoenich on Thu May 21, 2009 10:27 am

yeah... the option of beeing paired with the other types of options would be great...
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Re: flying reinforcements

Postby HardAttack on Thu May 21, 2009 6:49 pm

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.
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Re: flying reinforcements

Postby HardAttack on Thu May 21, 2009 6:58 pm

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.
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Re: flying reinforcements

Postby BaldAdonis on Thu May 21, 2009 7:27 pm

a.sub wrote:imagine the new level of strategy involved with this.

Hahahaha! Yeah, cause there's already a lot of strategy in unlimited games.

Options are no good if they're just going to create trashy games. If you want to get rid of strategic play because it hurts to think, I can tell you how to make Doodle Earth games. If those are still to complicated then you should probably leave. I'm sure there's an online tic-tac-toe site somewhere.
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Re: flying reinforcements

Postby redhawk92 on Thu May 21, 2009 9:38 pm

BaldAdonis wrote:
a.sub wrote:imagine the new level of strategy involved with this.

Hahahaha! Yeah, cause there's already a lot of strategy in unlimited games.

Options are no good if they're just going to create trashy games. If you want to get rid of strategic play because it hurts to think, I can tell you how to make Doodle Earth games. If those are still to complicated then you should probably leave. I'm sure there's an online tic-tac-toe site somewhere.



:lol:

the amount of strat in these games would be negative 10% :lol:
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Re: flying reinforcements

Postby a.sub on Thu May 21, 2009 10:35 pm

so would my sugg of

determine wins by coin flipping



not fly** with any of you

** no pun intended
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Re: flying reinforcements

Postby Thezzaruz on Fri May 22, 2009 3:29 am

a.sub wrote:so would my sugg of

determine wins by coin flipping



not fly** with any of you

** no pun intended


That's a better one IMO. Has the same ratio of strategy to luck but takes out the annoyance (and time) of playing the game. ;)
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Re: flying reinforcements

Postby Rowney on Fri May 22, 2009 4:48 am

great idea, i fancy myself as a flight commander, would play all the time....... bad idea
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Re: flying reinforcements

Postby wolfpack0530 on Sun May 24, 2009 6:05 pm

to me, this could almost be like playing troups in hand.

Many times me and my friends would play risk, get the random teritories, put one on each, and then dump all the leftovers on a single tert.

Unlimited flying reinforements is almost the same thing ( if players choose to implement this strategy). By the end of round one, every player has consolidated all his armies onto one tert, and the rest of the board is filled with 1's
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Paratroop Reinforcements [Poll added]

Postby greenoaks on Tue Oct 12, 2010 11:02 pm

Paratroop Reinforcements


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.
Last edited by greenoaks on Wed Oct 27, 2010 11:13 pm, edited 2 times in total.
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Re: Paratroop Reinforcements

Postby Victor Sullivan on Tue Oct 12, 2010 11:04 pm

Your name is better, but this has already been suggested (in fact, it was recently). viewtopic.php?f=4&t=128470
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Re: Paratroop Reinforcements

Postby greenoaks on Tue Oct 12, 2010 11:07 pm

Victor Sullivan wrote:Your name is better, but this has already been suggested (in fact, it was recently). viewtopic.php?f=4&t=128470

no, that is a new Spoils suggestion

mine is a new Reinforcements option
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Re: Paratroop Reinforcements

Postby Darwins_Bane on Tue Oct 12, 2010 11:13 pm

your right, not the same, but your suggestion has been suggested before.
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Re: Paratroop Reinforcements

Postby Victor Sullivan on Tue Oct 12, 2010 11:14 pm

greenoaks wrote:
Victor Sullivan wrote:Your name is better, but this has already been suggested (in fact, it was recently). viewtopic.php?f=4&t=128470

no, that is a new Spoils suggestion

mine is a new Reinforcements option

Ah, yes. My bad.
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Re: Paratroop Reinforcements

Postby greenoaks on Wed Oct 13, 2010 11:50 pm

Victor Sullivan wrote:
greenoaks wrote:
Victor Sullivan wrote:Your name is better, but this has already been suggested (in fact, it was recently). viewtopic.php?f=4&t=128470

no, that is a new Spoils suggestion

mine is a new Reinforcements option

Ah, yes. My bad.

so do you support this option Victor
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Re: Paratroop Reinforcements

Postby blakebowling on Thu Oct 14, 2010 12:53 am

I like this as a new setting.
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Re: Paratroop Reinforcements

Postby General Brewsie on Thu Oct 14, 2010 1:18 am

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.
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Re: Paratroop Reinforcements

Postby Darwins_Bane on Thu Oct 14, 2010 1:48 am

greenoaks, do you agree that your suggestion is the same as the other? or are you offering something different? if so, what is it?
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