in order to give people an incentive to keep moving, let's have the option to give a bonus during play or at the end of a round.
Specifics:
At the moment, you have to be still holding a territory or region at the start of your turn to get the bonus. What if some regions gave a bonus the moment you captured them? It gives you a few extra troops to carry on the fight. Or if you took all of a region, it then gave a bonus - it makes it worth the risk of stretching yourself that tiny bit further.
This will improve the following aspects of the site:
this kills the strategy of the game. It would just be who could get the better dice to get some huge bonus a couple rounds into the game, then it's game over. In escalating you shouldn't have a stalemate, in flat rate and no spoils the people that play them and are good at them like the strategy of build games, they are able to win much more often than they should based on how many people are in the game at the beginning. In nuclear.... well, nuclear is epically retarded in my opinion, but it plays close to no spoils, so I would put it in that group.
It alters the strategy and adds another - enable it on Doodle Earth or Duck and Cover, and you might not even get a first turn! But on a medium to large map it gives new options.
Interesting in your reply - I never suggested a "huge bonus". read agin the comment about "few extra troops"? If it gives 50 troops then yes it's pointless, but 2 or 3 make a slight but useful difference. If it was on a map like 8 thoughts with the central region giving the bonus then u create a reason for always taking that zone first. But u also create a tactic of not going there and letting others fight it out whilst u quietly build up on the outskirts.
I think this suggestion would be more appropriate in the Foundry Discussions as this is an idea that, for example, might be able to be developed into a new kind of map. It's not going to happen to existing maps so it has been moved there. Any questions, just PM me.
Cheers, JB
drunkmonkey wrote:I honestly wonder why anyone becomes a mod on this site. You're the whiniest bunch of players imaginable.
Ron Burgundy wrote:Why don't you go back to your home on Whore Island?
Currently such a dynamic is not possible to make in new maps either. Unless lack wants to program a feature that makes this possible, it will not happen. And frankly I think this is an unnecessary feature - there are a 1000 XML features that would be way more useful, such as conditional borders & autodeploys, undeployable areas, troop caps, reinforcement borders...
JoshyBoy wrote:I think this suggestion would be more appropriate in the Foundry Discussions as this is an idea that, for example, might be able to be developed into a new kind of map. It's not going to happen to existing maps so it has been moved there. Any questions, just PM me.
Cheers, JB
Actually, this idea has got nothing to do with maps, as it is a suggestion to change the way the game engine allocates bonuses...
Coming right back at ya
[moved]
PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that
hmm.. I don't think I like that, a lot of what determines good strategy is knowing when not to expand or go for a bonus. I think mid round bonuses would only benefit players who mindlessly expand with out thinking about it, and would force players who would usually take there turns very carefully to do the same thing just to compete.
You know what would be fun? A game mode where the usual order of things was reversed: first you make reinforcements, then attacks, and at the end you get to deploy.
It would bring a whole new dynamic to several game types...