[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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