[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: Paratroop Reinforcements

Postby OliverFA on Sun Mar 27, 2011 5:54 pm

It's my personal opinion that this actually detracts from strategy instead of adding.

Part of the strategy is being able to split an opponent territory in two, with the major consequence that reinforcements can not pass from one half to the other. With this option, players can do what they want where they want. No need to tink in advance. No need to plan, and actually, less strategy.
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Re: Paratroop Reinforcements

Postby owenshooter on Sun Mar 27, 2011 7:36 pm

OliverFA wrote:It's my personal opinion that this actually detracts from strategy instead of adding.

Part of the strategy is being able to split an opponent territory in two, with the major consequence that reinforcements can not pass from one half to the other. With this option, players can do what they want where they want. No need to tink in advance. No need to plan, and actually, less strategy.

i was just about to post this exact thing... but with bigger words... agree 100 percent...-the black jesus
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Re: Paratroop Reinforcements

Postby greenoaks on Mon Mar 28, 2011 10:55 am

owenshooter wrote:
OliverFA wrote:It's my personal opinion that this actually detracts from strategy instead of adding.

Part of the strategy is being able to split an opponent territory in two, with the major consequence that reinforcements can not pass from one half to the other. With this option, players can do what they want where they want. No need to tink in advance. No need to plan, and actually, less strategy.

i was just about to post this exact thing... but with bigger words... agree 100 percent...-the black jesus

absolutely, there is no strategy involved to counter such a move

it is preposterous to think we should be able to fort to anywhere on a map even though we can deploy to any terit
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Re: Paratroop Reinforcements

Postby OliverFA on Mon Mar 28, 2011 12:39 pm

greenoaks wrote:
owenshooter wrote:
OliverFA wrote:It's my personal opinion that this actually detracts from strategy instead of adding.

Part of the strategy is being able to split an opponent territory in two, with the major consequence that reinforcements can not pass from one half to the other. With this option, players can do what they want where they want. No need to tink in advance. No need to plan, and actually, less strategy.

i was just about to post this exact thing... but with bigger words... agree 100 percent...-the black jesus

absolutely, there is no strategy involved to counter such a move

it is preposterous to think we should be able to fort to anywhere on a map even though we can deploy to any terit


Oh well. In fact, we should not be able to deploy to any territory. But this is a change so complicated to the site that I have renounced to propose it. (I am trying to be realistic ;) )
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Re: Paratroop Reinforcements

Postby JoshyBoy on Wed Apr 13, 2011 6:51 pm

I really like this suggestion.
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Re: Paratroop Reinforcements

Postby blakebowling on Wed Apr 13, 2011 10:25 pm

Sticky.
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Re: Paratroop Reinforcements

Postby Fewnix on Tue Apr 19, 2011 11:06 pm

I respectfully suggest it is wrong to say there is no successful defensive option available when an opposing player can "paratroop"- fort to any tert he or she owns. To use the Classical example, one player holds Oceania and thinks an opposing player can threaten that bonus by forting a big stack to Bangkok. for the "paratroop" option to be a threat the opposing player would have to a) hold Bangkok and b) be able to fort a large stack to Bangok and C) wait until the next turn to use that forted army on Bangkok. We could probbabhly throw in a D> for the opposing player not deploying whatever armies she or he might get from bonuses and to Bangkok and attacking Oceania that turn. I think we could deal with that potential threat in a game where it was the option and it might add an extra spice.
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Re: Paratroop Reinforcements

Postby greenoaks on Tue Apr 19, 2011 11:18 pm

Fewnix wrote:I respectfully suggest it is wrong to say there is no successful defensive option available when an opposing player can "paratroop"- fort to any tert he or she owns. To use the Classical example, one player holds Oceania and thinks an opposing player can threaten that bonus by forting a big stack to Bangkok. for the "paratroop" option to be a threat the opposing player would have to a) hold Bangkok and b) be able to fort a large stack to Bangok and C) wait until the next turn to use that forted army on Bangkok. We could probbabhly throw in a D> for the opposing player not deploying whatever armies she or he might get from bonuses and to Bangkok and attacking Oceania that turn. I think we could deal with that potential threat in a game where it was the option and it might add an extra spice.

i also think anticipating troops arriving from elsewhere in the world would not leave you defenseless.

ps. did you vote ?
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Re: Paratroop Reinforcements

Postby Funkyterrance on Tue Apr 19, 2011 11:46 pm

Seems like there would be 2 possible scenarios that I can think of so far.

Scenario 1:
Armies clash fast and furious in the beginning.
Players are left with nothing to attack with so would be like starting over and over and over again.

Scenario 2:
One player is able to hold a bonus early on after the initial clash of armies.
That player dominates the rest of the game.

Escalating would alter this but only further skeletonize the game.
Sound like fun?
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Re: Paratroop Reinforcements

Postby steak on Sat May 07, 2011 3:15 am

I like the idea of paradrops, but maybe not implemented as a reinforcement option. On new maps with a modern or WW2 concept, you could make autodeploy territs called paratroop dropzones, or connect 'airfield' territories to 'paradrop' territories that are distant from each other (and make them one way attacks only if you like) or something else map-related.

Imagine using this option with a map like peloponnesian war... suddenly the byzantine autodeploy zone can drop to the other side of greece... I'm pretty sure the map designer did not have this in mind, it is...silly.
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Re: Paratroop Reinforcements

Postby GreecePwns on Sun May 08, 2011 10:40 am

I think fortifications in general should have more options. Options being the key word.

no fortifications
single adjacent (what we call "adjacent" now)
single chained (what we call "chained" now)
unlimited chained (what we call "unlimited" now)
single paratroop (only one fort of this kind)
unlimited paratroop (as many forts of this kind as are wanted)

that pretty much covers all possibilities.

what about if paratroop fortifications came at a cost? for example, to be able to make such a fortification, you lose an army or some percentage of the armies being moved?
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Re: Paratroop Reinforcements

Postby blakebowling on Sun May 08, 2011 12:11 pm

What about unlimited chained, with one paratroop? it may be unbalanced though, now that I think about it.
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Re: Paratroop Reinforcements

Postby Sword Master on Thu May 12, 2011 1:04 pm

Yes I think it's a good idea! It fills a hole in the system really!
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Re: Paratroop Reinforcements

Postby vaughn03 on Tue May 17, 2011 12:11 pm

I kind of agree with try it and see how it effects strategy...

Maybe it would work well with some maps? WWII Poland..?

I always like options in life...
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Re: Paratroop Reinforcements

Postby dawg1 on Thu May 26, 2011 9:59 am

I think this defeats the purpose of trying to your connect regions. If the "Yes" vote wins, I will surely try it. But I don't think this will be a common game option that is played.
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