Samus wrote:dominationnation wrote:I also like the idea of being able to move the flag
I'm pretty sure Lack/Andy are going to say this can't be done. As I understand it, the site isn't set up to track specific armies like that, only territory ownership. I could be wrong though.
I am a bit concerned that the flag would wind up blocking bonuses in the region it was in. I have no idea if that could be worked around.
All that needs to be done is a new object created and EITHER a new phase added just after the
end attacks button is pushed OR some things added to the army movement steps:
The object might be called playerFlag, and would have four variables:
playerFlagID -- the owner of the flag; this value is static
playerFlagCON -- the current
controller of the flag; changes when captured
playerFlagLOC -- the territory the flag currently occupies
playerFlagKILL -- equals FALSE until it occupies an enemy-owned territory containing an enemy flag
owned by the same enemy player who occupies/controls that territory, at which point playerFlagKILL=TRUE and the dead flag's player is eliminated.
A new phase can be added between END ATTACKS and FORTIFY (I would add it between END FORTIFICATIONS and END TURNS, but that would require a special interrupt in the case of Adjacent and Chained fort. games).
FLAG MOVEMENT PHASE
You are allowed to move
one flag under your control (yours or an enemies which you have captured). The chosen flag may be moved from its current territory to any adjacent territory (as per Adjacent Fortification rules for armies).
(You may move an enemy flag you have captured towards your own flag, or your own flag towards an enemy flag or away to safety.)
If, at the end of any given phase*, any two (or more) flags occupy the same territory, and that territory is owned by the owner of one of the flags, all flags in that territory not owned by the territory-owner or a member of his/her team are destroyed, and the players who own them are eliminated from the game -- their cards go to the victor, and their armies become neutral.
*: for now, it should check at the end of EVERY phase, but in the future when this is fine-tuned, the code can be made more efficient and only check at, say, the end of each attack/invasion and the end of the flag movement phase.
ADVANCING FLAG WITH ADVANCING ARMIES
It would make sense to carry your flag, your banner, at the front of the assembled hordes of your invading forces, as it inspires morale and puts you in more decisive control of the battle. Plus, it looks cool.
After conquering an enemy territory, you are asked how many armies you would like to advance. After pressing the
advance button (and IF a flag is present in the territory you just attacked from), you should be asked:
Would you like to advance (your/the)
Flag(s)
from {attackingTerritory}
to {conqueredTerritory}
? YES / NO
If there happen to be more than one captured flags in the attacking territory, I guess they would all go with the advancing column.

Or cause the game to crash?

So maybe code some weavearounds to such an unlikely event (not a big deal, because captured enemy flags occupying the same territory you own as your own flag would go *poof* long before this).
Well, you see, it doesn't seem like all that much work. Lack? Andy?
