Moderator: Cartographers
Friskies wrote:I don't know if that was already asked, but I read the XML tutorials and didn't find it there.
Suggestion Idea: weight for territories
specifics: put a weight on territories, so that, when conquered, some territories would earn more than others in terms of reinforcements AND/OR so that conquering some specific territories (and not the whole map) would be accountable for a victory.
Why It should be considered: some territories could be key places like a Castle, a Fort, a Capital, a Gate, and conquering these places would have more weight on the victory. For instance, this could also be coupled with a heavy fortified neutral territory. Or else, one can devise some maps where a balanced victory could be available. One wouldn't be forced to conquer all the enemy's territories, and for a No Card game it would give a less boring end to play.
Lack Label:
sam_levi_11 wrote:Suggestion Idea: shared bonus'
Description:
If a team holds a continent then you get the bonus, this excludes first go. So if on classic you controlled europe together, at the start of the turn one of the follwoing things could happen (this would be an option when making game):
1) the first team member chooses how much of the bonus to take, the second gets the rest IF they still hold the cont at his turn
2) they both get the bonus
3) the bonus is distributed to the player with the most armys in the continent
4) the bonus is distributed to the player with the most terits in that continent
5) Any of the first 2 but only to players with terits in that continent.
Why It Should Be Considered:
Bring teamwork into play in a new way, stops the having to fort your armies for them to take the terit. Would build camaradery(sp)
t-o-m wrote:sam_levi_11 wrote:Suggestion Idea: shared bonus'
Description:
If a team holds a continent then you get the bonus, this excludes first go. So if on classic you controlled europe together, at the start of the turn one of the follwoing things could happen (this would be an option when making game):
1) the first team member chooses how much of the bonus to take, the second gets the rest IF they still hold the cont at his turn
2) they both get the bonus
3) the bonus is distributed to the player with the most armys in the continent
4) the bonus is distributed to the player with the most terits in that continent
5) Any of the first 2 but only to players with terits in that continent.
Why It Should Be Considered:
Bring teamwork into play in a new way, stops the having to fort your armies for them to take the terit. Would build camaradery(sp)
What about maps like aor, one person holds an RP and they split it between them, then they are playing like they have 2 castles.
This would send gameplay WAY out of whack, this would be so unbalanced.
blakebowling wrote:t-o-m wrote:sam_levi_11 wrote:Suggestion Idea: shared bonus'
Description:
If a team holds a continent then you get the bonus, this excludes first go. So if on classic you controlled europe together, at the start of the turn one of the follwoing things could happen (this would be an option when making game):
1) the first team member chooses how much of the bonus to take, the second gets the rest IF they still hold the cont at his turn
2) they both get the bonus
3) the bonus is distributed to the player with the most armys in the continent
4) the bonus is distributed to the player with the most terits in that continent
5) Any of the first 2 but only to players with terits in that continent.
Why It Should Be Considered:
Bring teamwork into play in a new way, stops the having to fort your armies for them to take the terit. Would build camaradery(sp)
What about maps like aor, one person holds an RP and they split it between them, then they are playing like they have 2 castles.
This would send gameplay WAY out of whack, this would be so unbalanced.
yeah, it would mess up gameplay on the AOR maps, as well as Feudal probabally
yeti_c wrote:blakebowling wrote:t-o-m wrote:sam_levi_11 wrote:Suggestion Idea: shared bonus'
Description:
If a team holds a continent then you get the bonus, this excludes first go. So if on classic you controlled europe together, at the start of the turn one of the follwoing things could happen (this would be an option when making game):
1) the first team member chooses how much of the bonus to take, the second gets the rest IF they still hold the cont at his turn
2) they both get the bonus
3) the bonus is distributed to the player with the most armys in the continent
4) the bonus is distributed to the player with the most terits in that continent
5) Any of the first 2 but only to players with terits in that continent.
Why It Should Be Considered:
Bring teamwork into play in a new way, stops the having to fort your armies for them to take the terit. Would build camaradery(sp)
What about maps like aor, one person holds an RP and they split it between them, then they are playing like they have 2 castles.
This would send gameplay WAY out of whack, this would be so unbalanced.
yeah, it would mess up gameplay on the AOR maps, as well as Feudal probabally
Assuming that a "shared" bonus would have to be tagged in the XML - otherwise this is a site suggestion not an XML suggestion.
C.
Ruben Cassar wrote:Suggestion Idea: INCREMENTING NEUTRALS
Description: Neutrals that would increment by x number of units every x number of turns
Why It Should Be Considered: I want to include it in a map. A very important neutral city would get this bonus making it harder to conquer as time goes by and more turns are played.
Lack Label (Mod Use):
lanyards wrote:Suggestion Idea:
Mid-Turn Reinforcements
Description:
If a player were to take a certain territory or a certain group of territories, then they would get a bonus and be able to deploy however many extra armies it was worth right after they take the territory or territories and then continue attacking and finish their turn.
e_i_pi wrote:Suggestion Idea: Visibility of territories
Description: Allow a territory to be visible from another territory, but not have an attack route.
Why It Should Be Considered: Would allow mapmakers to create maps with territories such as lookout posts, scouts, cliff-tops, etc. Would only really have any sort of effect on FoW maps. At the moment, on a map such as Waterloo it is crucial to own cannons in order to have an overview of what's going on. Would be great if there could be territories like that which are important, but cannot necessarily attack the territories that they can see.
Lack Label:
e_i_pi wrote:Suggestion Idea: Visibility of territories
Description: Allow a territory to be visible from another territory, but not have an attack route.
Why It Should Be Considered: Would allow mapmakers to create maps with territories such as lookout posts, scouts, cliff-tops, etc. Would only really have any sort of effect on FoW maps. At the moment, on a map such as Waterloo it is crucial to own cannons in order to have an overview of what's going on. Would be great if there could be territories like that which are important, but cannot necessarily attack the territories that they can see.
Lack Label:
The Wyvern wrote:Suggestion Idea:
Gates
Description
Gates are basically the opposite of Bombardment connections. Gate territories are only connected through fortification.
A player who possesses both territories that are Gate connected can move their armies through. Players cannot attack each other through Gate connections.
Why It Should Be Considered:
This function would be key for players that have half of their forces on another side of a map, and as a gimick for certain maps.
This should be easy to create since it is the opposite of Bombardment.
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