00iCon wrote:How do people find this stuff and dig it up?
The stuff on the one, single page of submitted suggestions? Not with too much difficulty, I would hope.
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00iCon wrote:How do people find this stuff and dig it up?
yeti_c wrote:This suggestion is still the best suggestion that hasn't been realised on this site.
C.
yeti_c wrote:This suggestion is still the best suggestion that hasn't been realised on this site.
C.
OliverFA wrote:Just wanted to say I still believe this suggestion to be AWESOME
OliverFA wrote:Actually, I would love to play this in Feudal Epic. An important part of the strategy would be to keep neutrals under 4 so they don't attack but at the same time block the other neutrals behind them, and then bombard those 10s to reduce their numbers before attacking them.
During first turn neutrals would incubate, so their number wouldn't grow. The second turn their numbers would grow, but as they would be 3s they would not attack yet. That gives enough time to prepare to bring them down. And as I said, bombard the 10s before taking down the neutrals blocking them.
Villages and their surrounding areas would be different, as they would have high numbers by the time they are reached, but by that time players would be strong enough to fight those angry neutrals.
Yes, it would be long before "human" players clash, but that would be the whole purpose of a conquest map with infected neutrals. In fact, it would feel even more like conquest, as the civilized players would have to grow their civilizations before worrying about each other.
Well agentcom, I certainly agree with your assessment (and go farther to say that this is a setting that I would likely never want to use on any map) but at least some of the people who supported this suggestion seem to be aware that on some maps the game would consist entirely of players trying to survive the neutrals the longest, never coming into contact with each other. While I think it is a bad idea some people seem to want it like that nonetheless. Is there anything you can think of that might convince them otherwise?agentcom wrote:
spiesr wrote:Well agentcom, I certainly agree with your assessment (and go farther to say that this is a setting that I would likely never want to use on any map) but at least some of the people who supported this suggestion seem to be aware that on some maps the game would consist entirely of players trying to survive the neutrals the longest, never coming into contact with each other. While I think it is a bad idea some people seem to want it like that nonetheless. Is there anything you can think of that might convince them otherwise?
agentcom wrote:I think you'd better check your math on this one. Feudal Epic has 128 territs, of which a vast majority start neutral. Lets try to make this as advantageous to the humans as possible and assume an 8 player game in order to maximize the basic (+3) deployment. At the beginning of the game, the humans can put a total of 64 troops on the map. The next turn, some will still only get 8, most will get 9, and some will get 10. The neutrals are still outdeploying the humans. From there the situation worsens, as some players can't beat back the wave of neutrals, and some of them will get killed by neutrals, especially on bases like ID, RoM, and GK.
agentcom wrote:Only a handful of humans will be able to take the territs around their bases, but they need 2 of these to get a +1 and they will have to protect them from the growing amounts of other neutrals, including the neutral that starts at 10. That neutral is particularly problematic on some bases, since so many of the territs border it and controlling that 10 would be essential to get the bonuses needed to keep beating back the neutrals.
agentcom wrote:If anyone did make it to the 10, they would probably have to collect their force together and attack in a straight line toward other castles, allowing the neutrals to swallow up their reinforcement chain and having to dedicate at least some of their drop to keeping the gate to their castle safe.
agentcom wrote:Maybe on escalating you could reach the point where humans outdeploy the relevant neutrals. (The humans don't need to outdeploy all neutrals because some of them like Tri 5 may never be touched.) But it's going to be a very long and painful road to get to this point.
If the game is trench it will be in fact less challenging, because the neutrals advance one territory each turn, and as we said border territories only deploy one army while human players can concentrate their deploy. Castles will be safer as they have several turns to bombard coming neutrals.agentcom wrote: If the game is trench, I'm not sure it's even possible. If it's not escalating, I'm not sure that's possible.
agentcom wrote:You might end up with a game where the last player standing becomes the victor. That player might just stay on his castle beating back the neutrals there, and depending on his dice and drop the first couple turns to put him in a position to do this.
spiesr wrote:Well agentcom, I certainly agree with your assessment (and go farther to say that this is a setting that I would likely never want to use on any map) but at least some of the people who supported this suggestion seem to be aware that on some maps the game would consist entirely of players trying to survive the neutrals the longest, never coming into contact with each other. While I think it is a bad idea some people seem to want it like that nonetheless. Is there anything you can think of that might convince them otherwise?agentcom wrote:
agentcom wrote:Oliver, like I said before, run through a couple of hypothetical turns starting on the base that has 4 neutrals bordering it and see what happens. Your whole post just assumes that you could get through them. That's an assumption that I don't share.
chapcrap wrote:I wonder if this should be moved out to Suggestions or is the OP correctly submitted in a form that will work?
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