Modifying race, Architects

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Modifying race, Architects

Postby Autumnwolf17 » Sat Aug 25, 2012 3:34 pm

So there are attack and defense bonuses that come with races, and then spawn bonuses. So I was thinking about what else we might be able to add to a race to make it different, therefor adding new strategy to the game. So then I got a bit of a crazy idea: What if a race (or a boosts like the attack and defense boosts) had the ability to add regions to a map, or maybe add parts to a region like to make it bigger.

I was thinking something along the lines of a button you could press or whatever on screen during game to add a temporary 'bridge' of a few squares (or rather hexagons) to one of your regions so you could reach another region instead of fighting though other places. The same idea could be applied to make a bridge from one of your other regions to your front line so that units you didnt use could be used again. There would of course have to be a limit, though because of map sizes being so different I'm not sure how much that would be. While it is still a crude idea and I haven't yet even thought of a race name either, I guess I have to be open to suggestions on the idea (please do comment and add your opinions).

Sorry for the long topic. Thanks as always, Autumnwolf17! :)

Here is layout:

Name: Architects
Cost: Like 2000 or something
Description: Builders of the vortex, they bend the world to their will
Bonus: Can build five 'bridges' equal to 20% of map regions converted into indvidual squares up to 10 squares. Bridge disappears when turn comes again.
Last edited by Autumnwolf17 on Sun Sep 02, 2012 1:55 pm, edited 1 time in total.
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Re: Modifying race bonus

Postby Joshua » Sat Aug 25, 2012 9:57 pm

Hmm, so basically a range increasement?
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Re: Modifying race bonus

Postby Autumnwolf17 » Sat Aug 25, 2012 10:39 pm

Uhm... Yeah pretty much. Obviously it couldn't be infinite but if it was limited you could use it to 'bridge' the units that would normally be locked in and unavailable and use them to combat the enemies front line. The bridge might last until it was your turn again so it was like a temporary extra region that it could spread to for one turn and your enemies could take and attack you with (to make it fair) for that one turn. The region could count for reinforcement too (although probably not) and while the units in back couldn't really be defensively used, they would be able to contribute to the attack portion of your army. It would be practical for certain styles of playing such as random reinforcement where you sometimes have units you can't used farther back. It would of course be treated like a normal move and attack just like normal. So if you lose, it of course goes back to 1 unit and to move to region it would also be taken to make that region (so if you had 8 somewhere you couldn't use, you could move the 8 and make it a 7 you could attack with (that way it doesn't get too unfair).

Thanks for comment, hope this clarifies the idea. Thanks as always, Autumnwolf17. :)
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Re: Modifying race bonus

Postby Autumnwolf17 » Sat Aug 25, 2012 10:41 pm

Could be written as +10 range or whatever beside race in shop.
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Re: Modifying race bonus

Postby jwl1000 » Sat Aug 25, 2012 10:53 pm

it seems a bit out there. ive heard if things like this before and im pretty sure its very hard to do
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Re: Modifying race bonus

Postby Autumnwolf17 » Sat Aug 25, 2012 11:07 pm

I do get that, yes. I guess it does sound a bit complicated but I figure it would be basically the same thing as when you are doing map editor (if you are familar with that). You would draw out like 5-10 spaces and solidify it into one temporary region. It would act like a region and could not split other regions, would have to follow region regulations itself, etc. Then you would use it exactly like any other region to get some of your troops from one place to another. You could call it 'bridge making' (or something cool like that).

Any more questions, I will of course be happy to answer but until then thanks. :)

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Re: Modifying race bonus

Postby jwl1000 » Sat Aug 25, 2012 11:20 pm

it could work but i would think there would have to be like special maps, they'd probably be exclusoive and crap.
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Re: Modifying race bonus

Postby Joshua » Sat Aug 25, 2012 11:28 pm

jwl1000 wrote:it could work but i would think there would have to be like special maps, they'd probably be exclusoive and crap.

Not really (to every part of that post).

Ok, maybe the first bit, but a simple Y/N answer to "Range boosts?" would be simple enough. He doesn't mean permanent ones, just alongside the att/def boosts.
Xerxes:Let us reason. It would be a waste. It would be madness for you and your troops to perish because of a misunderstanding. There is much our cultures could share.
Leonidas:Haven't you noticed? We've been sharing our culture with you all morning.
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Re: Modifying race bonus

Postby cr33per » Sun Aug 26, 2012 8:20 am

So you argue about it is hard to do rather it would be tremendous advantage to player who possesses this race. Dont you think it is unfair for newer player - who would not use such race. Usually there are 2 kinds of improvement methods: easiest way is to make higher lvl players more adventitious over newer ones. And the second one is where game is moving towards more strategy, complex, equal, customization for higher levels.

For strategy games the latter on is required. For lvl, xp, rank and no strategy-think player first one is needed. I truly hope the community favors the latter one so Lopdo would not have to choose to take the low road just to run the game.
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Re: Modifying race bonus

Postby Joshua » Sun Aug 26, 2012 11:45 am

cr33per wrote:So you argue about it is hard to do rather it would be tremendous advantage to player who possesses this race. Dont you think it is unfair for newer player - who would not use such race. Usually there are 2 kinds of improvement methods: easiest way is to make higher lvl players more adventitious over newer ones. And the second one is where game is moving towards more strategy, complex, equal, customization for higher levels.

For strategy games the latter on is required. For lvl, xp, rank and no strategy-think player first one is needed. I truly hope the community favors the latter one so Lopdo would not have to choose to take the low road just to run the game.

Ok, so how about if you use a range boost you must attack the highest number? Then, when defending, you only have to defend 1 up.
Xerxes:Let us reason. It would be a waste. It would be madness for you and your troops to perish because of a misunderstanding. There is much our cultures could share.
Leonidas:Haven't you noticed? We've been sharing our culture with you all morning.
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