Conquer Club

Spoils

Have any bright ideas? Share and discuss them with the community

Moderator: Community Team

Forum rules
Please read the Community Guidelines before posting.

And don't forget to search for previously suggested ideas first!

Spoils

Postby patrickaa317 on Sun Dec 01, 2013 11:31 pm

There are really two distinct functions that happen when a set is cashed in. I haven't thought all the way through this but wanted to get it out for discussion but what if instead of the following spoils:

Escalating, Flat Rate, Nuclear, Zombie, No spoils

we broke them into two buckets (below), one for what troops you receive and one for what happens when a territory is part of a set.

Troop spoils:
Escalating, Flat Rate, None


Territ spoils matching:
Standard(+2 when owned); Nuclear; Zombie, None.


The thing that made me think of this is I think Escalating spoils with zombifying would be fricking awesome. Zombie on it's own is neat but nothing I'd play often but I think the combining of this with escalating would be very intriguing.
taking a break from cc, will be back sometime in the future.
User avatar
Sergeant patrickaa317
 
Posts: 2269
Joined: Sat Jan 31, 2009 5:10 pm

Re: Spoils

Postby chapcrap on Mon Dec 02, 2013 3:42 pm

Why is none in both types? I don't get it.
Lieutenant chapcrap
 
Posts: 9686
Joined: Sun Feb 03, 2008 12:46 am
Location: Kansas City

Re: Spoils

Postby patrickaa317 on Mon Dec 02, 2013 6:00 pm

I guess it would actually be a new setting. It would be if you had that territory, you'd get whatever troops you had coming but it wouldn't add 2, it would revert to 1 neutral, it wouldn't revert current stack to neutral. It would do nothing.

Games like this this could be set up with:
Flat+Standard = Flat as we know it today
Esc+Standard = Escalating as we know it today
Nuclear+None = Nuclear as we know it today
Zombies+None = Zombies as we know it today
None+Standard = No spoils as we know it today.

Breaking these into two different types (since that's what they are) would give options like the below:
Flat+Zombie = you get 4,6,8,10 (red, green,blue,mixed) but any territs that match a spoil turn to neutral rather than +2 if you own it.
Esc+Nukes = Spoils increase but territs that match a spoil turn to neutral 1 rather than +2 if you own it.

Does that make more sense?
taking a break from cc, will be back sometime in the future.
User avatar
Sergeant patrickaa317
 
Posts: 2269
Joined: Sat Jan 31, 2009 5:10 pm

Re: Spoils

Postby Geger on Mon Dec 02, 2013 8:46 pm

I support the idea.

For example, I like nuclear spoils, but with the current option oft I feel there are too little troops on the board. So I think nuclear+flat or nuclear+esc would be awesome.
Major Geger
 
Posts: 325
Joined: Tue Sep 16, 2008 11:29 am
Location: Sumatra

Re: Spoils

Postby patrickaa317 on Fri Dec 20, 2013 9:25 am

bump!
taking a break from cc, will be back sometime in the future.
User avatar
Sergeant patrickaa317
 
Posts: 2269
Joined: Sat Jan 31, 2009 5:10 pm


Return to Suggestions

Who is online

Users browsing this forum: No registered users