Moderator: Cartographers
WidowMakers wrote:Suggestion Idea:
Negative Opponent Bonus Territories
Description:
A territory (or groups of territories) marked as a Negative Opponent Bonus territory in the XML would give negative bonuses to opponents on their turn
Why It Should Be Considered:
Instead of going after a bonus that gives you more armies your next turn you could go after a bonus that gives everyone else less armies the very next turn. The results are immediate.
There would probably need to be a certain group held because if only 1 territory was required to give others negative bonus, the first turn could be the end of the game.
Lack Label (Mod Use):
JupitersKing wrote:BONUS SPACES
Having been playing on self-made maps for a few months now I've found a trick I simply call Bonus Spaces. That is certain fixed spaces on the map receive a +1 reinforcement to its owner every turn. The army is placed directly onto the space and cannot be deployed as normal.
This adds an added dimension to the game, imagine if the Middle East received a free army every turn players would attack the owner every turn to deny the bonus. However, hold the Middle East for a few turns and you can tip the balance of power in the region.
Bonus Spaces add a new wrinkle into the strategy involved of dealing with certain regions on maps designed for them.
I put up two maps with a few of these features, please check them out. Also, does anyone know how to covert a .svg file into a CC approved format? Any help would be helpful. Thank you.
JK
Lack Speaks Here ==>:
dominationnation wrote:bonus go on specific territorys
It would be sort of like getting a set of cards. When you get certain bonuses instead of putting them where ever you want they automaticly go on a predetermined territory.
That way you could have a training camp and any troops that you get as a bonus for that would automaticly go on the last territory
Lack label:
HighCommander540 wrote:Suggestion Idea:
Surrounded Attacks
Description: Being able to attack a single individual territory, by more than one. If you have more than one territory around a territory that you are trying to attack you should be ale to use all of the surrounding territories that you own. So to add more power and force. Better odds.
Why It Should Be Considered: In Risk 2 the game for PC you can attack a territory with more than one territory that surrounds it if you owned them. You then got power bonuses to attack. It would make it a little more like a real battle should be...I mean if you attack a person from all angles and surround them. You have a better chance of taking them down, because you can hit them from everywhere.
Lack Label (Mod Use):
*Note: I don't remember what exact bonus or power you gained from the surrounding territories.
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.
HighCommander540 wrote:Being able to attack a single individual territory, by more than one. If you have more than one territory around a territory that you are trying to attack you should be ale to use all of the surrounding territories that you own. So to add more power and force. Better odds.
Evil DIMwit wrote: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.
This one, to my knowledge, can be done under the current system -- see San Francisco's Alcatraz
Wisse wrote:Evil DIMwit wrote: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.
This one, to my knowledge, can be done under the current system -- see San Francisco's Alcatraz
No because that country can defend himself
Evil DIMwit wrote:Wisse wrote:Evil DIMwit wrote: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.
This one, to my knowledge, can be done under the current system -- see San Francisco's Alcatraz
No because that country can defend himself
To the best of my understanding, this "defenseless" feature can still defend -- it would be better labeled "attackless".
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