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gopher897 wrote:but if people can't forfit they tend to just stop playing. and gthe game is delayed 15 min. before they get dropped. All I'm saying is that there should be a way for people to bow out in a more respectfull manner to the remaining players. As far as the cards go.. if they forfit thier armies become nutral and whom ever kills all the nutral could get the cards.
PhoenixSF wrote:Fire Mario wrote:What is the point of Unlimited Adjacent Fortification? It is basically the same as unlimited fortification except it takes longer to move the troops.
I should clarify: i was thinking armies that had been 'fortified' would somehow be locked until next turn.
Actually, i would prefer an option to have up to say six adjacent fortifications. Six because even in large maps (with the possible exception of World 2.1) this would enable you move most of your dormant/useless armies to the front line but you would still need to be strategic about which ones.
Your thoughts?
virus90 wrote: I think Anarkist is a valuable asset to any game.
soundout9 wrote:Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort
PhoenixSF wrote:soundout9 wrote:Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort
Not at all. It provides for a middle ground between flexibility and the need for strategy.
soundout9 wrote:PhoenixSF wrote:Not at all. It provides for a middle ground between flexibility and the need for strategy.
You cant really have a middle ground for all maps. if you had 6 forts for doodle earth and 6 for world 2.1. in doodle earth thats bassicly unlimited and world 2.1 thats bassicly just one fort.
When it all comes down to is lack has said no and he is not going to change his desiscion because either he does not think it is in the best interest of the site or there is too much coding to do or just not very popular with the general public
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