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1756143451 Conquer Club • View topic - {Suggestion} CAPTURE the FLAG {new game variation} +MORE....
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{Suggestion} CAPTURE the FLAG {new game variation} +MORE....

Suggestions that have been archived.

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Implement this version of Capture the Flag?

Yes!
5
56%
Yes, with tweaks....please post your tweaks below.
2
22%
No, implement (one of) the other CtF idea(s).
0
No votes
No, I don't ever want to see Capture the Flag on this site.
0
No votes
Maybe? It's interesting, but I have my own ideas....please post them below.
2
22%
 
Total votes : 9

{Suggestion} CAPTURE the FLAG {new game variation} +MORE....

Postby CreepyUncleAndy on Thu Mar 29, 2007 12:55 pm

:idea: This thread is for discussion of one of the Capture the Flag variations currently floating around the Suggestions & Bug Reports forum, namely, the variation proposed as follows:

:arrow: The Flag is a new type of UNIT -- This will bring the total number of Unit Types in the game to two (2): Armies, which we are already familiar with, and Flags, which cannot attack and must be accompanied by friendly Armies. Flags are further described thusly:

:arrow: Each Player will have ONE Flag -- Players can have any number of Armies, but each player has only one Flag, which they place at the beginning of their first turn (during a special Flag Placement Phase that happens only once immediately prior to your first Deployment Phase (to prevent players from getting wiped out in the first round). Once your Flag has been captured by an enemy Army conquering the Territory the Flag occupies, you are immediately eliminated from the game, your armies become gray neutrals, and your cards (if any) go to the player who captured your Flag

:arrow: The Flag can be MOVED -- After the end of your Attack Phase and before your Fortification Phase in a new phase called the Flag Movement Phase; during this phase, you can move your Flag from its current territory to any adjacent territory you control.

:arrow: The Flag may provide a slight advantage -- Your Flag can negate one enemy "hit" per combat roll. Armies in a territory containing your Flag loose one less Army during each attack/defense roll involving them than normal -- in other words, if your opponent scores ONE hit, you loose ZERO Armies, and if your opponent scores TWO hits, you loose ONE Army.

:arrow: The Flag may be either visible or invisible -- Whoever starts the game can select to either have the locations and movements of Flags visible on the board and in the game log to everybody, or make all Flags invisible to everyone except their owners. This creates a "cat-and-mouse" sort of game as you try to hunt down your enemies' flags without having yours discovered. (Visible Flags appear on the board as an asterisk "*" next to the Armies on the territory they occupy; for example: 15*.)

:arrow: {space for more ideas....stay tuned for edits}

:arrow: {space for more ideas....stay tuned for edits}

:arrow: {space for more ideas....stay tuned for edits}

:-k

UPDATE!
(Actually, more of just an inclusion of older material from elsewhere:)

I'd posted the following thoughts in another thread on this forum --
http://www.conquerclub.com/forum/viewtopic.php?t=15673
CreepyUncleAndy wrote:
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? :shock: 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? [-o<
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Postby plysprtz on Sun Apr 01, 2007 4:12 pm

maybe there could be false flags as well which could be selected at the beggining of the game so when you create a game it would say..........
do you want false flags--no--yes..1..2..3 could add a bit of mystery to the game
1546 - top score
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Postby Gnome de Guerre on Sun Apr 01, 2007 6:24 pm

I must say, I quite like this idea! Perhaps you could begin the game with a single flag, and have the option to trade in a mixed set of cards for a second flag? Then, both flags would have to be captured for you to be eliminated.
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