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I could see a game variant with user-chosen capitals. Tying deployment to the capital sounds like a fun option. Losing your capital should eliminate you, though.Reed Jones wrote:By adding all comments together. I had another idea to help with the main problem how do you get a "base" or what happens if none of your territoties are touching another territory. I think I solved that problem why not at the beginning of the game. You choose 1 territory to be your base and only territories somehow chained to that territory can be deployed on. If that territory is taken you choose another. That is ONE option.
Can't say I'm a fan of this idea. I'm usually up for more variants and game options, but this one seems a bit arbitrary and confusing.Option 2. This is the same as my regular idea you can only deploy on 2+territories and if you have none like that you can deploy on any territory you like UNTIL you get a 2+. (This option would only be good for 2, 3, 4, games. Imagine 6 people on a small map that would be a nightmare)
Sparqs wrote:What if this were a map based feature? I believe there has been a suggestion of making it possible to designate a territory as non-deployable-upon. This would be especially useful if triggers get implemented.
Triggers being: You own (A and B) then B gets a territory bonus. In this case, you mark a territory non-deployable and then set the surrounding territories as triggers for deployability. You could model isolated territories like non-strategic islands or narrow mountain passes.
Reed Jones wrote:Why not with the user choose capitals have a 2 day round to choose your capital and if you miss it you are out of the game. That would do 2 things get your capitals choose and knock out any possible deadbeats early. Also if everybody choose their capital before the end of the 2 day period the game would begin.
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