Trench Warfare

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Re: Trench Warfare

Postby Pirlo on Thu Apr 26, 2012 1:41 am

there are already 2 threads about this in the GD!

- PENIS!
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Re: Trench Warfare

Postby redhawk92 on Thu Apr 26, 2012 1:44 am

shieldgenerator7 wrote:So how exactly is this differnt from FoW?


all i can say is :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Re: Trench Warfare

Postby Pirlo on Thu Apr 26, 2012 1:59 am

but to answer your question, FOW is a completely different thing. Trench thing is just an attack restriction. in short, if you conquer a spot and advanced your troops, , you cannot keep attacking from the newly conquered one. Though, you can advance 0 and still attack from the same original spot. This makes a bonus unbreakable if it's completely surrounded by friendly territories! so be careful and keep an eye on every potential bonus the enemy may grab, and stay close (like own an adjacent territory to that potential bonus region) and ready to break!
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Re: Trench Warfare

Postby Leehar on Thu Apr 26, 2012 7:34 am

Perhaps Shield was curious on why they both apply as Special Gameplay features as opposed to other things?
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Re: Trench Warfare

Postby AndyDufresne on Thu Apr 26, 2012 1:58 pm

Leehar wrote:Perhaps Shield was curious on why they both apply as Special Gameplay features as opposed to other things?

I think because Special Gameplay are more like modifier elements of gameplay, not related to Spoils / Reinforcement / etc.

I think Special Gameplay also paves the way for some other modifier like elements to be added probably!


--Andy
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Re: Trench Warfare

Postby chapcrap on Thu Apr 26, 2012 4:19 pm

AndyDufresne wrote:
Leehar wrote:Perhaps Shield was curious on why they both apply as Special Gameplay features as opposed to other things?

I think because Special Gameplay are more like modifier elements of gameplay, not related to Spoils / Reinforcement / etc.

I think Special Gameplay also paves the way for some other modifier like elements to be added probably!


--Andy

I don't mind if you expand on that statement...
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Re: Trench Warfare

Postby hoytdwow on Fri Apr 27, 2012 7:19 am

There should be a resign option in trench games with no round limit.
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Re: Trench Warfare

Postby chapcrap on Fri Apr 27, 2012 10:03 am

hoytdwow wrote:There should be a resign option in trench games with no round limit.

What if people resigned without actually playing to give their points away?
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Re: Trench Warfare

Postby jj3044 on Fri Apr 27, 2012 8:19 pm

chapcrap wrote:
hoytdwow wrote:There should be a resign option in trench games with no round limit.

What if people resigned without actually playing to give their points away?

I'm sure that would be covered under gross abuse of the game? Or perhaps another rule would need to be created relating to it.
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Re: Trench Warfare

Postby AndyDufresne on Mon Apr 30, 2012 9:58 am

I think the 'Domination' suggestion (about owning 'x%' of regions and having 'x%' of troops = win) seems better than a resign feature, and it was what I'd probably like to see investigated first.


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Re: Trench Warfare

Postby chapcrap on Mon Apr 30, 2012 11:23 am

AndyDufresne wrote:I think the 'Domination' suggestion (about owning 'x%' of regions and having 'x%' of troops = win) seems better than a resign feature, and it was what I'd probably like to see investigated first.


--Andy

I think that's a great solution. It should act like a game objective, where it has to be like that at the beginning of your turn.
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Re: Trench Warfare

Postby Leehar on Mon Apr 30, 2012 1:15 pm

Why/How is that different from Round Limits, and if it's similar enough is it worth coding?
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Re: Trench Warfare

Postby Viceroy63 on Wed May 02, 2012 1:40 am

chapcrap wrote:
AndyDufresne wrote:I think the 'Domination' suggestion (about owning 'x%' of regions and having 'x%' of troops = win) seems better than a resign feature, and it was what I'd probably like to see investigated first.

--Andy

I think that's a great solution. It should act like a game objective, where it has to be like that at the beginning of your turn.


Exactly! Like Chap Crap said, It would be like a goal to reach where as a round limit is more like playing musical chairs that when the music stops you may have more territories but not enough troops. You could be on the road to a strategic win on a long range plan but nope, the music has stop, you couldn't get to an empty chair in time and that is what determined the win.

With a 70% of the game won and 70% of the total troop count, there is just no way that you can lose against 30% of who ever is left even if they all gang up and you and play their troops to the death. Strategy is what determined the winner and not that you could not find an empty chair in time. It forces one to play their troops rather than to keep them within say 25% of the game.

So say 3 players are left and they each have 10 troops each. They play 3 times and 3 times you get hit. What difference does that make against your 70 troops? With what ever is left of your 70 troops, lets say 40 troops you can eliminate all 3 because if you lost 30 troops approximately then so did they. And if we are talking about spoils then anyone of the 3 that you eliminate will gain you their spoils and the greater advantage so that it comes back to strategy and not chance.

The strategy of conquering and being on the path to conquering the game is what should determine the winner. Otherwise you will be left with the burning question; "I could have won that game. I had the bonuses or the cards or what ever, I even had the right strategical regions and even had them on the run. I was just about to turn in my spoils and eliminate a player, [[[Ahhhh!]]], but then the music stopped!"
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Re: Trench Warfare

Postby ask me2 on Thu May 03, 2012 10:46 am

I don't like this idea, this site is a "Total domination" game. Not a "Seventy percent domination" game.
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Re: Trench Warfare

Postby AndyDufresne on Thu May 03, 2012 10:55 am

ask me2 wrote:I don't like this idea, this site is a "Total domination" game. Not a "Seventy percent domination" game.

Mmmhm, I see your point, and I think it echoes or is similar to why we ditched the forfeit button after a couple of months in early 2006.

I think a counter argument against your point, is the argument of 'Inevitability.'' In Trench games, more than probably any other game, if you build acquire a massive amount of the board and troops, it is a matter of time before victory is likely to be achieved...since even a giant escalating cash, while it map flip the amount of troops in an opponent's favor, they likely can't use those troops to gain back giant swaths of the board (as normally would be the case in non-Trench games).

A few other setting combos probably also lead to an 'Inevitability Argument' (such as a no spoils adjacent game), but since Trench is a whole new gameplay, I'd rather see such a feature only applied to Trench games, instead of a blanket option for all games.

In any case, I think if we were to ever consider implementing something like this, we would go back to topics like this and see what sort of feedback there was, in addition to probably a new round of public feedback as well.


--Andy
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