| Forum : Suggestion Box
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| Author | Topic : New Movement & ZOC? |
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Corflu Joined 22/08/2003 Posts : 413
| Posted : Monday, 24 November 2003 - 00:30 I really like the idea of comms being able to build roads. This will greatly facilitate movement. Good idea!
I am against placing movement restrictions as you get closer. And the new ZOC changes really need to be done away with. It makes the game worse, not better. You have to give much more attention to micromanagement rather than playing for fun. |
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Requiem [R] Joined 3/02/2000 Posts : 3851
| Posted : Monday, 24 November 2003 - 03:35 aside from the ZOC, we need some way to slow movement in Combat, and increase movement in general play.
I cant see any other way to do it other than an Auto-Proximity system.
its not a movement "restriction". its "normal" movement when within 5 spaces of an enemy.
the difference is, you get a movement "bonus" when outside an enemy's radius. this allows you to move much faster than normal and thus speeds up teh game.
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Egregius Joined 11/07/2001 Posts : 3168
| Posted : Monday, 24 November 2003 - 20:10 So we're stepping off the idea of MP=BP? |
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BloodBaron666 Joined 1/04/2003 Posts : 375
| Posted : Wednesday, 26 November 2003 - 16:22 This has been suggested in one form or another, but what about an attack formation (to compliment the def formation).
They would get some att pt bonus and a def penalty, but as the def mode has a movement penalty, the offensive mode could have a movement bonus (to take into acount the unit's less cautious, reckless, movement/formation). It would at least speed things up in general play (though probably not slow down combat).
And some of us analretentives do find micromanagement fun . I don't see the harm in making players think a little more about what they're doing (it is, after all, a strat game not an action game). |
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Ghengis Khan Joined 24/03/2003 Posts : 828
| Posted : Saturday, 15 May 2004 - 03:08 I realize this is an old topic, still I have a suggestion for it. There is the problem of closing with your enemy especially when he is defensive. The armies should have a charge feature that allows them to make a max move while in battle, it would also give them an attack bonus. It would require the unit to have 100% BP and there would have to be an enemy unit selected. The charging unit would then move in a straight line towards the target. If they have enough movement they attack their target. If not they come up short with no attack. Because a charging unit is focused on attack their defense should be reduced for a full turns time. So if you charge in the last hour of turn 5 then your defense would be reduced until the last hour of turn 6.
While I agree that ranged units should be penalized if they have no movement points, they should be allowed a certain amount of movement and still be able to attack without penalty. Ranged units have to get into position to fight as well so they should be able to have half(this might have to be experimented with) of their movement without penalty.
Also alliances should have an affect on movement. If I have a NAP or an alliance with somebody I shouldn't have my movement reduced when they have troops near by. That doesn't mean I can't attack them it would just mean that for the first round I have an advantage in movement because I decieved my opponent. Of course should somebody be a dispicable rogue and do that the alliance should auto end. A radial button for each player in the game with a yes and no selection should cover it. Yes, player is an ally, no movement penalty. No, player is not an ally, movement penalty. Along with that would be a rightous wrath bonus to the person who was betrayed. Starting the turn after the betrayal the person who was attacked would get say 50% attack bonus against the person who broke the alliance through treachery. This would last for 2-5 turns. |
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^ector Joined 11/11/2003 Posts : 493
| Posted : Tuesday, 4 January 2005 - 11:50 wow... how did I completely miss this thread, and it got to page 10? oh well... I just had a thought while reading through it.
Why don't scouts see farther than other units? units should really have different line of sight. and scouts should have more.
I also just had a weird idea... what if, in the future when demons are in campains, you could put a flyer stack into "scout" mode... where that flyer would fly REALLY high, and get the lay of the land, and troop shadows, but not know there stack size or allience? that would be... cool. the radius would be... 20 or something. |
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