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1756290325 Conquer Club • View topic - Mobile Spawn bonusses
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Mobile Spawn bonusses

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Mobile Spawn bonusses

Postby Halmir on Wed Sep 02, 2009 2:06 pm

Concise description:
  • Many maps feature territories with auto-deploy bonus (this is a good thing as it gives people something extra to fight over). What if such things could be moved!

Specifics:
  • Imagine the ConquerMan map (just as an example) where the ConquerMan has a +2 bonus or the Cupcake has a +4. They're seldom somewhere you'd choose to leave them. Options to add to the fun could be 1) If you get a set number of armies (double the bonus given perhaps?) on the bonus territory and every other territory in a chain, you can choose to move the bonus dude anywhere in that chain. The original territory becomes a standard zone, the auto deploy moves with the icon. 2) If you move it all the way to one of the diamonds it counts as a victory condition. 3) If an enemy attacks and the number of troops "carrying" ConquerMan drops below the minimum he's stopped in his tracks. 4) If an enemy takes the territory he's on, either he's captured at that point or is returned to the original starting point.
    Or: Imagine any map, now with "Hero" units on it, all start as neutral and have to be captured. Could be vehicles, warships, aircraft, alien crashed spaceships etc. They can then be moved (either as described above, or a set number of territories per round etc). These units double the troop value of any army with them, or do auto kill up to 3 armies - something meaty to allow them to carve a path through enemy territories. The wrinkle is that each are good at attacking another Hero unit but weak against another - a la Rock, Paper, Scissors. Or can't travel across water but can on land, develop it how you will (I'm just the ideas guy lol!).

This will improve the following aspects of the site:
  • Adds extra gameplay and quirkiness, if people want to start designing maps featuring tanks, Sauron, T-Rexs!
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Re: Mobile Spawn bonusses

Postby wolfpack0530 on Wed Sep 02, 2009 4:55 pm

Interesting idea. I am not sure that i like the idea enough to implement it on all maps................................ but perhaps somebody could create an all new map that caters specifically to this feature of moveable autodeploys. I would play such a map.
Last edited by wolfpack0530 on Fri Sep 04, 2009 4:59 pm, edited 1 time in total.
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Re: Mobile Spawn bonusses

Postby Mad Pineapples on Wed Sep 02, 2009 6:38 pm

wolfpack0530 wrote:Interesting idea. I am not sure that i like the idea enough to implement it on all maps................................ but perhaps somebody could create an all new map that caters specifically to this feature of moveable autodeploys. I would play such a map.


I agree. If it was implemented on a map where, for example, you had to capture the objective and return to your starting position without the army size dropping below, say, three, then that could be interesting. I imagine though, that it would be a lot of work for just one map, nevermind editing several other maps which are very good anyway.
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Re: Mobile Spawn bonusses

Postby 72o on Wed Sep 02, 2009 9:35 pm

I picture a "capture the flag" type scenario where this idea could be implemented successfully. Sounds interesting.
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Re: Mobile Spawn bonusses

Postby lord voldemort on Wed Sep 02, 2009 11:04 pm

i wonder if the xml allows it...
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Re: Mobile Spawn bonusses

Postby wolfpack0530 on Fri Sep 04, 2009 5:09 pm

How about this thought. A certain 'flag' or 'item' starts out with a certain value and is placed a a certain starting point. The object is to capture the territory where the item resides and bring it to a different territory on the other side of the map. If you hold the item and conquer a neighboring tert from the tert where you are holding the item, it will travel with you. (like the original idea)

However, every round the value of the item decreases. Once it hits zero, the item resets and goes back to its original starting position. The value of the item would be a whole number, which is determined by how many turns it would take to reinforce the item (adjacent reinf.) from the starting position to the destination position. The reasoning behind this is: if you control the starting point and every neighboring tert of the starting point (and the item resets), you could not move the item, but you could reinforce it to another of your terts at the end of your turn.

Unlimited reinf. would make this a simple move, but adjacent settings would require much more strategy. So if there is 10 terts inbetween the starting point and the destination, the value of the item would start at 11 and decrease by 1 at the beginning of each new round. if there were 20 terts inbetween then the value would start at 21 ect.

what do you guys think?
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Re: Mobile Spawn bonusses

Postby ubersky on Thu Sep 10, 2009 3:49 pm

I think this is a great idea. For example, Look at Peloponnesian War. I played an Adjacent Reinforcement on that map (don't ever do that.. pure torture). Now if the auto-deploy (or Tokens) could be moved, it would be much better.

Also, It adds a dynamic element to the game. Players could "steal" the Tokens and bring them all to one spot, or move them to isolated areas to grow.

As an option, I like it. :)
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