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Next suggestions you'd like to see go live?

 
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Re: Next best suggestion

Postby BoganGod on Mon Sep 09, 2013 6:59 pm

patrickaa317 wrote:
BoganGod wrote:unlim adj? WTF people? Kind of destroys the premise of adj forts. With unlimited you move troops from a, to b, to c,to d, to e, to f, to g, etc. Why not just have unlim forts(we have that already) and move troops straight from a - g

The entire premise of adj is to punish those who won't/can't think ahead. Rewards strategic thinkers. Unlim adj rewards time rich brainless dipshits who have the time to spend an hour slowly shuffling troops from one side of the map to the other. LOGIC FAIL


I'm not defending the suggestion as I don't think I'd personally care for it but in your example, from a to b, would be one turn; b to c would have to be on a different turn. You can move each of your troops 1 territ per turn; no more. Check out that thread for what is going to be a way to describe it.


Yawn, still defeats what I would think is the intended purpose. Would detract from my enjoyment(I view self loathing as a legitimate form of expression) of the setting. Adj is all about very carefully and strategically making a fort(singular).
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Re: Next best suggestion

Postby BoganGod on Mon Sep 09, 2013 7:02 pm

greenoaks wrote:
BoganGod wrote:unlim adj? WTF people? Kind of destroys the premise of adj forts. With unlimited you move troops from a, to b, to c,to d, to e, to f, to g, etc. Why not just have unlim forts(we have that already) and move troops straight from a - g

The entire premise of adj is to punish those who won't/can't think ahead. Rewards strategic thinkers. Unlim adj rewards time rich brainless dipshits who have the time to spend an hour slowly shuffling troops from one side of the map to the other. LOGIC FAIL

i don't support unlim adj either but 3 moves would bring it alive for a medium size map and 5 for those huge ones.


If there could be an algorithm describing the amount of starting territories to the amount of allowable adj forts per turn would maybe be an option that I might give some credence to. Rather than a sad wankers attempt to dumb down the game for mouth breathers who spend too much time thinking about fellating farm animals rather than thinking about strategy.
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Re: Next best suggestion

Postby Dukasaur on Tue Sep 10, 2013 5:32 am

BoganGod wrote:Yawn, still defeats what I would think is the intended purpose. Would detract from my enjoyment(I view self loathing as a legitimate form of expression) of the setting. Adj is all about very carefully and strategically making a fort(singular).

The intended purpose is greater strategic depth and realism.
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Re: Next best suggestion

Postby BigBallinStalin on Tue Sep 10, 2013 11:26 am

BoganGod wrote:unlim adj? WTF people? Kind of destroys the premise of adj forts. With unlimited you move troops from a, to b, to c,to d, to e, to f, to g, etc. Why not just have unlim forts(we have that already) and move troops straight from a - g

The entire premise of adj is to punish those who won't/can't think ahead. Rewards strategic thinkers. Unlim adj rewards time rich brainless dipshits who have the time to spend an hour slowly shuffling troops from one side of the map to the other. LOGIC FAIL


Time serves as a greater constraint with unlim adjacent--compared to unlimited, but the constraint is not nearly as great compared to traditional adjacent.
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Re: Next best suggestion

Postby loutil on Tue Sep 10, 2013 12:26 pm

We should create an aerial fort option that allows you to fort to a non connected tert. That would certainly add some additional strategy to the game...
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Re: Next best suggestion

Postby Dukasaur on Tue Sep 10, 2013 4:15 pm

loutil wrote:We should create an aerial fort option that allows you to fort to a non connected tert. That would certainly add some additional strategy to the game...

It's already on the list. See Paratroop Forts, above.


.... and as greenoaks will gladly point out, it's one of his...:)
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Re: Next best suggestion

Postby loutil on Tue Sep 10, 2013 6:25 pm

Dukasaur wrote:
loutil wrote:We should create an aerial fort option that allows you to fort to a non connected tert. That would certainly add some additional strategy to the game...

It's already on the list. See Paratroop Forts, above.


.... and as greenoaks will gladly point out, it's one of his...:)

Count me as a big supporter of this idea. Anything to increase the strategy of the game and lesson the dice effect is ok by me...
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Re: Next best suggestion

Postby greenoaks on Wed Sep 11, 2013 12:20 am

loutil wrote:
Dukasaur wrote:
loutil wrote:We should create an aerial fort option that allows you to fort to a non connected tert. That would certainly add some additional strategy to the game...

It's already on the list. See Paratroop Forts, above.


.... and as greenoaks will gladly point out, it's one of his...:)

Count me as a big supporter of this idea. Anything to increase the strategy of the game and lesson the dice effect is ok by me...

we'd love to have your support in the thread found here - Paratroop Reinforcements
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Re: Next best suggestion

Postby OliverFA on Sat Sep 14, 2013 10:41 am

BigBallinStalin wrote:
Dukasaur wrote:
...rather than more improvements to the game, I would like to see them catch up on some of the administrative stuff. The Clans database for the Clans team, the newsletter tool for the Media team, and above all, first and foremost, over and above everything, a searchable map database for the foundry, so if you want to set up a tournament on all the maps with bombardments (for instance) you could find those at a glance without manually slogging through the descriptions of all the maps.


How much do each of those really matter compared to implementing game suggestions?

Do they increase value for a majority of CC users or for a small, special-interested group (e.g. those who pound out the Newsletters)?

Does satisfying the minor group lead to greater satisfaction for most users?


And does implementing the non-gameplay suggestions contribute to the goal of this firm (presumably, profit through customer satisfaction)?


Good question. It's important to remember that a big part of the current and potential customer base only bothers to express themselves in one way: Continuing to use this site or not.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Next best suggestion

Postby OliverFA on Sat Sep 14, 2013 1:59 pm

By the way, I have voted for infected neutrals, for two reasons:

First, this suggestion has been around since 2008 and it's about time.

Second, can you pictura an Oasis - trench - infected neutrals game? The desert would become a very dangerous place. That big white spot attacking the poor people on the borders, who have no other choice than push inside. And each time an oasis is reached, it would unleash an horde of barbarians wanting to attack you for daring to try to conquer them!
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Next best suggestion

Postby Dukasaur on Sat Sep 14, 2013 4:19 pm

OliverFA wrote:By the way, I have voted for infected neutrals, for two reasons:

First, this suggestion has been around since 2008 and it's about time.

Second, can you pictura an Oasis - trench - infected neutrals game? The desert would become a very dangerous place. That big white spot attacking the poor people on the borders, who have no other choice than push inside. And each time an oasis is reached, it would unleash an horde of barbarians wanting to attack you for daring to try to conquer them!

Sounds like playing Civ II with Ravaging Hordes turned on...:)
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