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Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Sun Feb 17, 2013 9:32 am
by chapcrap
MERGED

greenoaks wrote:so this would just be Unlimited

Not really.

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Sun Feb 17, 2013 9:38 am
by greenoaks
chapcrap wrote:MERGED

greenoaks wrote:so this would just be Unlimited

Not really.

if you can fort the neighboring terit but do so unlimited times it is Unlimited.

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Sun Feb 17, 2013 10:03 am
by Dukasaur
greenoaks wrote:
chapcrap wrote:MERGED

greenoaks wrote:so this would just be Unlimited

Not really.

if you can fort the neighboring terit but do so unlimited times it is Unlimited.

No, each territory can only be involved in one transaction.

If you fort from Sydney to Port Moresby, then both Sydney and Port Moresby have been used that turn. You cannot now fort from Port Moresby to Jakarta. That would be unlimited. You can, however, now go and fort from London to Berlin.

Anyway, that's my take on the idea, although I see that two threads have been merged, so I'm not sure if the two OPs were thinking the same thing.

Anyway, I agree. This would be a good option.

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Sun Feb 17, 2013 10:08 am
by chapcrap
greenoaks wrote:
chapcrap wrote:MERGED

greenoaks wrote:so this would just be Unlimited

Not really.

if you can fort the neighboring terit but do so unlimited times it is Unlimited.

Well, if you read through the thread, you can see that's not what's going on. The troops have to be marked as starting at a certain territory and can be moved only to a territory that is neighboring. It's like trench attacks. You get to attack as much as you want, but only next to where you are already at.

Unlimited adjacent reinforcements!!!!!!AWESOME!!!!

PostPosted: Tue Feb 19, 2013 10:57 pm
by Evan3222
It would be cool if you could reinforce in adjacent reinforcements an unlimited number of times

Specifics/Details:
[list]
[*] Allow it to be able to have adjacent reinforcements but from all the territories. only allow the number of troops that were on a territory at the end of attacking to move from the territory.

How this will benefit the site and/or other comments:
[list]
[*]New Gameplay

Re: Unlimited adjacent reinforcements!!!!!!AWESOME!!!!

PostPosted: Tue Feb 19, 2013 10:59 pm
by nicestash
Please fix your form.
Also, this has been suggested multiple times before so please check the forum.

Re: Unlimited adjacent reinforcements!!!!!!AWESOME!!!!

PostPosted: Wed Feb 20, 2013 4:16 am
by macbone
Still, it's a nice idea. I like it!

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Tue Feb 26, 2013 1:49 pm
by chapcrap
nicestash wrote:Please fix your form.
Also, this has been suggested multiple times before so please check the forum.


Very true. MERGED with the thread that was located in Submitted Suggestions.

Re: Fortifications....

PostPosted: Mon Apr 15, 2013 7:41 am
by greenoaks
chapcrap wrote:I'm obviously in favor.

https://www.conquerclub.com/forum/viewt ... 4&t=155485

are you in favour of merging O:)

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Mon Apr 15, 2013 10:01 am
by spiesr
MERGED

Trench Reinforcements!

PostPosted: Wed May 15, 2013 3:52 am
by PapaGeek
The ability to move each stack to an adjacent region
  • It like a combination of adjacent reinforcements and trench warfare

Specifics/Details:
  • The reinforcement phase starts off with the list of your available stack sizes on each region, exactly like the list you see now before you make your first reinforcement.
  • We could also limit the list to only those stacks that had not just captured a region, they already moved one region that round!
  • Each reinforcement can only be made to an adjacent region, like trench warfare attacks.
  • We are doing this already for the attack phase of a trench game. We track the initial list of troop locations, and allow each troup to make single attacks to adjacent regions.

How this will benefit the site and/or other comments:
  • Would be more like traditional warfare, prior to unlimited air drops, where each army group moved independently each round.

Re: Trench Reinforcements!

PostPosted: Wed May 15, 2013 5:17 am
by greenoaks
Adjacent is already hardly used, this would split that fan base making games with either setting very difficult to fill.

Re: Trench Reinforcements!

PostPosted: Wed May 15, 2013 5:55 am
by PapaGeek
The reason adjacent is rarely used is because it is so difficult to manage multiple fronts, you can only reinforce one at a time! By the time you get one front reinforced, the reinforcements for the other front is far behind the action.

The purpose of this change would be to allow you to maintain multiple fronts without the wide open movement of unlimited or the long distance single moves of chained.

It would mimic WWI trench warfare. Each unit can make small moves each round.

Re: Trench Reinforcements!

PostPosted: Wed May 15, 2013 6:13 am
by SirSebstar
unlimited adjecent.... mmm.
sounds better then adjecent, so if they were to upgrade adjecent to this, i would be happy enough with it. as it stands i dont use adjecent unless i want to mess with someone.lol
as far as suggestions go, this is not a bad one, but its not good enough i think
reasons it wont get through the list:
too many options already.
it would be (even more) difficult for new players to understand how this works
it brings new problems like differentiating between moved troops and already standing troops (real killer this)
so overall it wont do.

Re: Trench Reinforcements!

PostPosted: Wed May 15, 2013 7:41 am
by greenoaks
PapaGeek wrote:The reason adjacent is rarely used is because it is so difficult to manage multiple fronts, you can only reinforce one at a time! By the time you get one front reinforced, the reinforcements for the other front is far behind the action.

The purpose of this change would be to allow you to maintain multiple fronts without the wide open movement of unlimited or the long distance single moves of chained.

It would mimic WWI trench warfare. Each unit can make small moves each round.

but my point remains. this would split the Adjacent fan base.

suggestions have been made to 'improve' Adjacent to increase its popularity and this would be a viable improvement but not as an additional setting.

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Thu May 30, 2013 12:13 pm
by spiesr

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Fri May 31, 2013 9:28 pm
by Crazy Frog
OK... now it is making more sense.
still not sure I would use it for much more than messing with an opponents head though... :lol:

Re: Trench Reinforcements!

PostPosted: Sat Jun 15, 2013 10:25 am
by chapcrap
greenoaks wrote:
PapaGeek wrote:The reason adjacent is rarely used is because it is so difficult to manage multiple fronts, you can only reinforce one at a time! By the time you get one front reinforced, the reinforcements for the other front is far behind the action.

The purpose of this change would be to allow you to maintain multiple fronts without the wide open movement of unlimited or the long distance single moves of chained.

It would mimic WWI trench warfare. Each unit can make small moves each round.

but my point remains. this would split the Adjacent fan base.

I would disagree with this to a degree. I can see come adjacent fans switching from adjacent to this, but I can also see this new way winning new fans from chained and unlimited. I know that I would like this over chained.

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Tue Jul 02, 2013 1:06 am
by agentcom
I've always liked this setting idea just because it's more 'realistic.' You can fort all troops from one territ to one nearby. When you're thinking about actual warfare, moving all armies to any other territ (unlimited) and moving just one group of armies (chained, adjacent) seem like they should be the additional gameplay options after this setting.

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Fri Dec 06, 2013 11:12 am
by spiesr

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Fri Dec 06, 2013 4:10 pm
by agentcom


"Unlimited Adjacent Reinforcements(not what you think)" was exactly what I thought it would be

Re: [GP/UI] Unlimited Adjacent Fortification

PostPosted: Fri Dec 13, 2013 9:40 am
by iAmCaffeine
agentcom wrote:


"Unlimited Adjacent Reinforcements(not what you think)" was exactly what I thought it would be


+1

[GP/UI] Unlimited Adjacent - The Most Realistic

PostPosted: Wed Apr 02, 2014 2:01 pm
by scwightman
Concise description:
  • When I play conquerclub, I often visualize myself as a general advancing troops to defeat my opponents (well, usually they end up defeating me). However, due to the current reinforcements used (usually unlimited reinforcments), the realistic rules of war are violated as one can instantly teleport troops from one side of the world/map/continent to another. While this may occur in Star Trek, this is unrealistic. At the other extreme, the player is limited to move armies on one territory to an adjacent territory (Adjacent reinforcments), but neglect moving all other territories on the map. To overcome this, chained reinforcement was created to allow a middle-of-the-road approach.

Specifics/Details:
  • I propose the implementation of Unlimited Adjacent Reinforcements. So yes, army movement is limited, but you can move all armies every turn one space, as they could do in real battle. Is this feasible from a programming perspective? I have no idea. But as General of my troops on any given map, it is the most realistic option and one I would like to play.

How this will benefit the site and/or other comments:
  • I believe this would add more realistic play. Thank you for the opportunity to present my idea

-Sean

Re: [GP/UI] Unlimited Adjacent - The Most Realistic

PostPosted: Wed Apr 02, 2014 2:23 pm
by Dukasaur
I very much agree with you.

This proposal, however, already exists.

[In B4 merge, as the saying goes.]

Re: [GP/UI] Unlimited Adjacent - The Most Realistic

PostPosted: Wed Apr 02, 2014 2:28 pm
by Kaskavel
And it is an obvious one. Strange that bizarre suggestions like fog, trench etc have been implimended, but this obvious one has not yet