[GP/UI] Unlimited Adjacent Fortification

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Re: Trench Reinforcements!

Postby chapcrap on Sat Jun 15, 2013 10:25 am

greenoaks wrote:
PapaGeek wrote:The reason adjacent is rarely used is because it is so difficult to manage multiple fronts, you can only reinforce one at a time! By the time you get one front reinforced, the reinforcements for the other front is far behind the action.

The purpose of this change would be to allow you to maintain multiple fronts without the wide open movement of unlimited or the long distance single moves of chained.

It would mimic WWI trench warfare. Each unit can make small moves each round.

but my point remains. this would split the Adjacent fan base.

I would disagree with this to a degree. I can see come adjacent fans switching from adjacent to this, but I can also see this new way winning new fans from chained and unlimited. I know that I would like this over chained.
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Re: [GP/UI] Unlimited Adjacent Fortification

Postby agentcom on Tue Jul 02, 2013 1:06 am

I've always liked this setting idea just because it's more 'realistic.' You can fort all troops from one territ to one nearby. When you're thinking about actual warfare, moving all armies to any other territ (unlimited) and moving just one group of armies (chained, adjacent) seem like they should be the additional gameplay options after this setting.
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Re: [GP/UI] Unlimited Adjacent Fortification

Postby spiesr on Fri Dec 06, 2013 11:12 am

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Re: [GP/UI] Unlimited Adjacent Fortification

Postby agentcom on Fri Dec 06, 2013 4:10 pm



"Unlimited Adjacent Reinforcements(not what you think)" was exactly what I thought it would be
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Re: [GP/UI] Unlimited Adjacent Fortification

Postby iAmCaffeine on Fri Dec 13, 2013 9:40 am

agentcom wrote:


"Unlimited Adjacent Reinforcements(not what you think)" was exactly what I thought it would be


+1
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[GP/UI] Unlimited Adjacent - The Most Realistic

Postby scwightman on Wed Apr 02, 2014 2:01 pm

Concise description:
  • When I play conquerclub, I often visualize myself as a general advancing troops to defeat my opponents (well, usually they end up defeating me). However, due to the current reinforcements used (usually unlimited reinforcments), the realistic rules of war are violated as one can instantly teleport troops from one side of the world/map/continent to another. While this may occur in Star Trek, this is unrealistic. At the other extreme, the player is limited to move armies on one territory to an adjacent territory (Adjacent reinforcments), but neglect moving all other territories on the map. To overcome this, chained reinforcement was created to allow a middle-of-the-road approach.

Specifics/Details:
  • I propose the implementation of Unlimited Adjacent Reinforcements. So yes, army movement is limited, but you can move all armies every turn one space, as they could do in real battle. Is this feasible from a programming perspective? I have no idea. But as General of my troops on any given map, it is the most realistic option and one I would like to play.

How this will benefit the site and/or other comments:
  • I believe this would add more realistic play. Thank you for the opportunity to present my idea

-Sean
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Re: [GP/UI] Unlimited Adjacent - The Most Realistic

Postby Dukasaur on Wed Apr 02, 2014 2:23 pm

I very much agree with you.

This proposal, however, already exists.

[In B4 merge, as the saying goes.]
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Re: [GP/UI] Unlimited Adjacent - The Most Realistic

Postby Kaskavel on Wed Apr 02, 2014 2:28 pm

And it is an obvious one. Strange that bizarre suggestions like fog, trench etc have been implimended, but this obvious one has not yet
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Re: [GP/UI] Unlimited Adjacent - The Most Realistic

Postby Metsfanmax on Wed Apr 02, 2014 3:57 pm

Dukasaur wrote:[In B4 merge, as the saying goes.]


Great success. Merged.
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