Back To Suggestion Box   |   Return To Forums
Forum : Suggestion Box
AuthorTopic : Feedback on new range for takeovers
Hwatta Gold Member
Joined 11/11/2003
Posts : 957

Posted : Thursday, 7 October 2004 - 06:24

I don't like the new 6 hex range for taking over, repairing and constructing. I thought the 4 hex limit worked much better. Now someone with a 5 pop scout on the other side of a mountain range can completely cripple your efforts at defence or expansion. At least before, they had to come into your territory to stop you.

In games with multiple castles and barracks, it makes it very difficult to deny your opponent a captured barracks or other facility through a hard push and destruction.

In clan games, it severely limits your flexibility to work with your clan mates.

I would request that it be changed back. Anybody else?

Req, could you possibly do a poll to determine the issue?
Cheers,
H.

CTDXXX Silver Member
Joined 19/11/2001
Posts : 5519

Posted : Thursday, 7 October 2004 - 10:13

If possible, would simple removal of the takeover limit in clan games alone solve it, maybe...?

Sage
Joined 8/11/2002
Posts : 1871

Posted : Thursday, 7 October 2004 - 10:16

Clan games should just make it so you don't have any negative effects from your team mates. No ZoC, no takeover limit, move through each others drawbridges?

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Thursday, 7 October 2004 - 13:03

I'm not sure how I feel about it yet.
I'm able to construct walls 2 spaces away from "barbs" on the "maze map" and that seems fine. I'm not sure yet when repair can commence if a structure is attacked. Does an attack on it have to occur each turn or something?

I definitely want the destroy only for walls to stay but it is actually conceiveable that a player can trap himself by his own walls (i.e. not being able to remove them or destroy them if the enemy is too close).

TR

Ghengis Khan Gold Member
Joined 24/03/2003
Posts : 828

Posted : Thursday, 7 October 2004 - 13:15

TR are you say that if you build a wall that you can't remove it. I thought if you built a wall you were still allowed to remove it.

I just want to know because I have complaints about the current way the walls are being used.

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Thursday, 7 October 2004 - 13:30

No "GK"
you can remove the wall but not if the enemy is within 5 spaces away which is no problem if you have good ranged units available, but can actually possibly cause an offensive to be hindered if not.

TR

CTDXXX Silver Member
Joined 19/11/2001
Posts : 5519

Posted : Thursday, 7 October 2004 - 14:03

Distinguishing clan mates may be difficult in code terms, which is why I suggested just wiping it for clan games completely

Sage
Joined 8/11/2002
Posts : 1871

Posted : Thursday, 7 October 2004 - 14:06

coding, shmoding. Req needs to stretch his coding muscles every once in a while and learn something new

Lonestorm Gold Member
Joined 30/01/2003
Posts : 566

Posted : Thursday, 7 October 2004 - 21:51

LOL hawatta i know you dont like the takeover rule its the only thing that let me keep my goldmine

Hwatta Gold Member
Joined 11/11/2003
Posts : 957

Posted : Friday, 8 October 2004 - 01:25

That and your ballista!

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Friday, 8 October 2004 - 13:22

Well I now have a circumstance where I was able to build a wall 4 spaces away from a "barb" but it was incomplete;
and I can't complete it because the "barb" is too close

TR

MarkK
Joined 28/02/2004
Posts : 352

Posted : Friday, 8 October 2004 - 14:43

I agree with Hwatta that it's too high. I'd like to see it back at 4.

Back To Suggestion Box   |   Return To Forums