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Blitz cards

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Blitz cards

Postby Impossiblue on Mon Feb 03, 2014 9:18 am

Blitz cards

Strictly trench upograde to cards!

Optional:
- BlitzF: Flatrate + blitz
- BlitzE: Escalating + blitz


Core suggestion:
- Blitz: Standard 5 blitz
- Blitz+:Expanded 7 card blitz
- Blitz++:twice expanded 9 card blitz




Important note: changes the standard cards - deploy - attack - reinforce format.

Description:
Cashing in cards starts another attack round! Allowing for territory pushing, preventing stalemates (Neither wants to give up the attacker bonus) et cetra and adds an element of unpredictability! E and F options also add bonuses from cards (escalating and flat rate) giving deployment phases before bonus attack rounds. + and ++ options increase maximum cards before being forced to cash in by 2 each!

Specifics/Details:

Requires New turn format!!

[Start turn]
Deploy round,
attack round,
cards check,
attack round 2,
cards check,
attack round 3,
cards check,
.
.
.
attack round n
card check,
reinforce round,
[end turn]

Expanded blitz options would favour people saving cards if they do not need them. Allows people bigger and bigger movements the longer they play without relying on the cards, on the other hand using them would be a huge weakness that could be exploited. You start a war and are weakened from not being able to counter attack such a wide area again. Adds depth!

Flat and escalating blitz would also add depth because if you cannot break opponents defences BEFORE using cards and getting the bonus you CANNOT advance 2 territories like you could!


benefits and/or other comments:
A huge update to trench warfare adding some unpredictability and adds strategical depth. Most benefits large maps which can become a bit stale or booring with trench. Adds another element of fun and is overall an upograde regardless of how you look at it. Terminator and assasin trench games will now be possible or rather become much more fun and unpredictable!

Slightly incompatible with freestyle as the person with more chances to log in will have a higher advantage

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If the post is not understandable please post sth before dismissing it and i will put more work into presentation. In my head the idea is quite elaborate and more or less finished but i desire your input and criticism. i can also think of a hundred reasons why this should be implemented but the effects are straightforward. You should be able to imagine all the fun stuff possible with these options!


Cons: Probably LOTS AND LOTS of coding.
[i am a mere 1 class corporal after finishing 14 games. I have experience in turn based games trough out the world wide web and risk itself as well as conquer club from 8 to 6 years ago when i was 12 that account was lost however and ended up a 700 score cook which clearly doesn't reflect my current self, 6 years from my last active duty game on that account before i abandoned CC. I'm not particularly bad but i am an enthusiastic suggestion-ist so please forgive me!]
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Lieutenant Impossiblue
 
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