degaston wrote:I think this is a problem of learning
True. But from my point of view, as Foundry Foreman, it means a cost in time and effort on a long long period. It's up to you to convince me that the benefits are more than the cost.
That's why i said I'm scared if I compare the possible "uses/shades" of this feature and the mess that it could be create. Obviously the final solution for the learning issue should not fall on the mapmakers but, in the same time, I can't ignore it since it's something that happens.
degaston wrote: the response has been "we can't make a change just for one map!"
mmmm....that's not my point of view when I have to share my opinion on possible changes. I can't speak for bigwham but I don't think that it reflects his vision as well.
The only point on which I always stress is to not change previous map, so new gameplay features should not change the way we play existing maps, just that.
Instead,
if the map shows like a great addition for the site, if it has a compelling gameplay, if it is not just another map to add to the current rooster, well I'm pretty sure that the site is willing to change the code or add a new feature to allow it!
Obviously, while choosing what implement or not, we need to take into consideration and maybe give more importance to a suggestion which can be applied on a larger spectrum of maps.
If you got that answer, i think the meaning is: "in general, if you suggest to add or change something, please do it without have a specific map in mind". It makes sense, i think.
So if you have a clear plan in how your suggestion can be used and explained on maps and if it allow you to create, pass me the word, a "specialized" map....well I'm all for it!
The future of mapmaking, on this site, is all based on the specialization. It could be only in this way to not have maps that are nothing more than the copy of a previous one but with different graphics. Conquer Club has always been a special place, where maps were something great to play for their uniqueness (gameplay, graphics, objectives, etc)....if you ask to me if we have something to produce a bit less, well that is standard/classic gameplay maps that play all the same!
Note: sorry for the small digression Sugg Mods, i think it was important to state clear what is the position of the foundry and the blue guys with possible new suggestions.
Back on your current suggestion, if you find a way to make very very clear on the map that conditional borders and bombardments are postponed to next turn and if mapmakers are fine with this additional rule to follow (space is required to do that)...I see nothing to not allow it apart the possible confusion that your suggestion could create. Obviously the last word is always up to bigwham.