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agreement of maximum of army, and a few ideas

PostPosted: Tue Oct 18, 2011 6:18 pm
by trxhu
it usually got tied when both the frontline are all 8 armies. could it be if all players agree, then add 1 more maximum capacity for all land? then the players have a chance to fight again with tactics and prevent dead balance.

another ideas are:
1.a looping map, which the east of the map can go throw to the west of the map etc.
2.3 land for spawning 1 soilder after 20. then a player owns 40 lands can be really stronger than 20 land players instead click the "tied request". it also add the happiness with the XXL size map.
3.1 time of ambush. choose your owned land and attack one of the land without connection etc. which gives a tactical movement for the game if the fronts are deadly balanced.

Re: agreement of maximum of army, and a few ideas

PostPosted: Tue Oct 18, 2011 6:56 pm
by 1N5AN3
trxhu wrote:1.a looping map, which the east of the map can go throw to the west of the map etc.

I agree with this, becouse for me map always goes somwhere (bug or my connection) and its anoing. ;)

Re: agreement of maximum of army, and a few ideas

PostPosted: Tue Oct 18, 2011 9:11 pm
by Norman Bates
trxhu wrote:1.a looping map, which the east of the map can go throw to the west of the map etc.
2.3 land for spawning 1 soilder after 20. then a player owns 40 lands can be really stronger than 20 land players instead click the "tied request". it also add the happiness with the XXL size map.
3.1 time of ambush. choose your owned land and attack one of the land without connection etc. which gives a tactical movement for the game if the fronts are deadly balanced.


1. No. That seems like it could get confusing.
2. There is army upgrades for that, but not too bad of an idea.
3. So you could take any one of your territories and attack any one of their territories? If so, no.

Re: agreement of maximum of army, and a few ideas

PostPosted: Wed Oct 19, 2011 7:25 am
by adude159753
I agree with Bates. A looping system would cause alot of confusion especially where western territories would connect with the east or vice versa. Also, the upgrades increase army storage capacity (if you buy and play with upgrades). And for the third suggestion, that would complicate the game and turn it into a game where you have to worry about everything rather than just front line defense. Ambush would be a tactic to cause havoc on the enemy especially when you have no chance of winning. That would be unfair for the person who is winning and not nesscarily defending every territory.
Also vortex wars is more of a strategy based game rather than a tactical one.

Re: agreement of maximum of army, and a few ideas

PostPosted: Wed Oct 19, 2011 7:44 am
by techgump
2.3 land for spawning 1 soilder after 20. then a player owns 40 lands can be really stronger than 20 land players instead click the "tied request". it also add the happiness with the XXL size map.


I agree with something like this as well. With the larger maps, a draw my still need to be considered even if you have 2-4 times the amount of land. Having a little extra man gain (for say 30 and then 40 then 50 etc pieces) without having upgrades (or upgraded enabled maps), would be nice, and help solve some unnecessary draws, or what would be unnecessary with this concept applied.