Moderator: Cartographers
DiM wrote:Suggestion Idea: Variable turn limit for objective completition
Description: right now if you hold the objective for 1 turn you win, it would be nice if you could set the exact number of turns you need to hold the objective
Why it should be considered: it will allow a lot of nice gameplay gimmicks
bryguy wrote:DiM, just to let u know, u need the mod label
TheSupremeCourt wrote:Suggestion Idea: Combined Attacks
Description: You can attack from more than one country at once. It confers no advantage other than the 2 armies will combine on the conquered territory if successful.
E.g. Alberta (6 red armies) and Britain (4 red armies) attack Colombia (2 blue armies). It is calculated as a 6vs2. Red win, taking no casualties. The 4 armies from Britain are also considered when selecting how many armies advance. Colombo is conquered and now contains 9 red armies, who can go on to further attacks.
The armies do not combine to produce additional dice. I.e. 2 red + 2 red vs 2 blue is still a 2 on 2 for dice, not 3 vs 2.
E.g. Alberta (2 red armies) and Britain (2 red armies) attack Colombia (2 blue armies). The dice rolled is a 2 vs 2, not 3 v 2.
Why It Should Be Considered: New tactical considerations; that historically wonderful "pincer attack".
Lack Label (Mod Use):
<objective>
<name>...</name>
<components>...</components>
<team hold>yes</team>
</objective>
<team hold>yes</team>
yeti_c wrote:Personally I can't see either of these happening...
Exactly how would you classify a "Held" objective or continent?
The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...
C.
fireedud wrote:yeti_c wrote:Personally I can't see either of these happening...
Exactly how would you classify a "Held" objective or continent?
The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...
C.
well, I mean that when your turn happens, instead of checking just what you get, it's also checks what your teammates hold, and If you all are holding the objective together, you winn. The other team does have a chance to break it.
<fixed>10</fixed>
Kaplowitz wrote:Suggestion Idea: Fixed Territories
Description: Similar to neutral killer, but its not neutral. example: Player A conquers T1. He ends his turn with 2 armies. If the Fixed Territory is set to 10, at the begining of Player A's next turn, T1 will have 10 armies.
TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
Molacole wrote:Suggestion Idea: Paratroopers
Description: territories that allow you to attack anywhere on the battle field. You could also have territories with air defense symbol or something like that so you can control the location of paradrops.
Why It Should Be Considered: Would make things extremely interesting and combined with my max troop limit option it could prove to be a good option to have around without being able to be abused or used as a location to mass troops while having no direction. -(see my max troop limit idea to prevent this from being abused)
Lack Label (Mod Use): [No]
Molacole wrote:Suggestion Idea: Defenseless
Description: Locations that can be attacked by adjacent territories, but lose the option to attack back due to them being a seige type of weapon, ranged weapon and or whatever you can think of that might fall into this category. This will give the option to put some key strongholds on the map that hold a lot of importance and make them pay a penalty so it doesn't become overpowering to the map. Giving them a one way attack direction so they don't get trapped.
Why It Should Be Considered: opens the door to allow seige weapons while keeping them vulnerable to anything outside their attack range.
Lack Label (Mod Use): [No]
TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
suggestion: if you don't know about how XML work, don't make a suggestion.
TITANESS wrote:TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
suggestion: if you don't know about how XML work, don't make a suggestion.
Perhaps you didn't understand me
I meant ships that could only go on water
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