Boler wrote:Nice Idea!
![Smile :)](./images/smilies/icon_e_smile.gif)
But I don't exactly understand how the food areas work. Is it even possible to code, "if you start with the food area you lose 2 troops" or something like that? And I think there should be more forms of getting bonuses, as there are only 2 on your map.
Perhaps raft parts? Like if you own all of them you win?
Or mabey holding certian regions of the beach could get you a bonus, like the east area, the southeast area etc.
Hey Boler, thanks for your comments.
There is a function available to map-makers on this site known as auto-decay. It can be coded so that a given region, when held by a player loses troops automatically. You can find it already implemented on some, but not all maps. This means that a stack you have on this given region will lose a pre-determined number of troops each round, while having no effect on the number of troops you are given to deploy. Crucially, the troops are deducted when you hit 'begin turn'. Play a game on the Oasis map and you'll understand what I mean. I should also add (maybe as a note on the map...if there's space) that when a region with only 1 troop on it is subjected to auto-decay, nothing happens to it.
This is what I intend to do for the food regions. More importantly, so that the player has to juggle the +5 troops and the -2 auto-decay. Perhaps by taking advantage of the fact that nothing happens when the food region has only 1 troop left on it? This leaves it vulnerable to attack, but saves troops ultimately. In short, that's what I hope will make this project unique.
I'm seriously considering adding some more gameplay aspects, as there isn't really that much going on here at the moment. Some fishing points would be reasonable to include, and perhaps a battle for fresh water.
Anyway....
WHY AM I THINKING [about gameplay] FOR MYSELF WHEN THERE'S A THREAD FOR PEOPLE TO DO THAT FOR ME?????