Page 3 of 4

Re: Unlimited Adjacent Reinforcements(not what you think)

PostPosted: Thu Jun 11, 2009 7:28 am
by Beinion
I see...

Re: Unlimited Adjacent Fortification *Rejected*

PostPosted: Tue Oct 20, 2009 4:12 pm
by Grifter
I like this idea. I hope that as new features are added to XML script in the future that this might be possible to code. From a user perspective once troops are moved into a territory then they cannot be moved out. This would limit movement to just the adjacent territory.

Re: Unlimited Adjacent Fortification *Rejected*

PostPosted: Tue Oct 20, 2009 4:58 pm
by Teflon Kris
It would be handy if people who aren't intelligent enough to understand the suggestion refrain from commenting further than to state that the idea is 'too complicated' etc.

Similarly, it would be equally handy for those who simply dont like the suggestion refrain from commenting as this is an additional option which they can choose not to choose.

And thirdly, it would also be handy if those who aren't responsible for programming of the game again refrain from claiming that "the coding isn't possible" etc.

Which leaves us with the question: Is this an additional option worth adding?

Some people would find it complicated, others would find it a more strategic alternative to 'chained unlimited' (which is what we currently have).

Personally, I would prefer something like 'double adjacent' and 'double chained' - and surely most players would be able to understand that?

However, unlimited adjacent is the most realistic type of reinforcement when we are playing a war game with troops. In a real war, generals would not have the restriction of moving only one set of troops accross one border (adjacent). However, they would have the geographical restriction that it is not possible to move troops half-way around the globe (chained or unlimited chained). Unlimited adjacent means each individual troop can move accross one border - much more tru to life.

Re: Unlimited Adjacent Fortification *Rejected*

PostPosted: Tue Oct 20, 2009 5:46 pm
by maasman
I play this at home all the time and really enjoy it :D

Fortifications....

PostPosted: Sun Feb 19, 2012 9:49 am
by Keredrex
Maybe this has been mentioned but was wondering if anyone thought of new Fortification options...

I think we could use an Unlimited Adjacent option.
basically, giving all troops a 1 territory movement rate during fortification.
kind of a weaker form of unlimited fortifications.

Thoughts?

or maybe think of ot this way....

Unlimited Adjacent Fortifications

Basically same rule as Adjacent... but it can be done multiple times on your turn. trick is that when a fortification is made between 2 territories, that would be the end of movement for those troops. that way you can't run a continuous line as it is in Chained fortifications.

Re: Fortifications....

PostPosted: Sun Feb 19, 2012 7:47 pm
by chapcrap
I'm obviously in favor.

viewtopic.php?f=4&t=155485

Re: Fortifications....

PostPosted: Tue Feb 21, 2012 10:55 am
by Criticalwinner
Just check out the thread posted. For what it's worth, I'm all for it!

Re: Fortifications....

PostPosted: Fri Apr 13, 2012 8:14 pm
by Keredrex
a new thought for Unlimited Adjacent Fortifications

Basically same rule as Adjacent... but it can be done multiple times on your turn. trick is that when a fortification is made between 2 territories, that would be the end of movement for those troops. that way you can't run a continuous line as it is in Chained fortifications.

Re:

PostPosted: Tue Sep 11, 2012 6:34 pm
by Crazy Frog
Evil Semp wrote:It is an interesting idea but probably real confusing during game play.

I always like it when someone disagrees witha an idea it is "dumb." Why can't people give other people the same respect that they receive? Maybe that would be to much to expect.


Your Right Semp.... its because they are the real.... ~Dumby~ :o :lol:

Re: Unlimited Adjacent Fortification

PostPosted: Tue Sep 11, 2012 6:39 pm
by chapcrap
I think I made a suggestion like this a little bit ago, but I didn't see this!

Please do it already!!

Re: Unlimited Adjacent Fortification

PostPosted: Tue Sep 11, 2012 6:42 pm
by Crazy Frog
I would give the idea a +/- rating.. it has some points... it is a midway between Unlimited and Adjacent.

Looking at the idea however... We could also do this in a similar way by Opening up the Adjacent fort.... to being able to do several adjacent forts... just not from the same troops or locations.

My Example.
IF you move 10 troops from California to Nevada Both California and Nevada are finished moving for this turn... but if you want to move some other troops from say Arizona... they could be moved... even to Nevada... But again.. Nevada, by receiving troops has become a staging point and cannot forward or use troops until next round.

Re: Unlimited Adjacent Fortification

PostPosted: Mon Nov 12, 2012 7:02 pm
by Doobie Keebler
I logged on to make this very suggestion, and found it here
It is the way we played the board game RISK when we were kids.
Reinforcing a short distance in many/all theaters is far more realistic
I also would choose to play this format most often if/when available.

Re: Unlimited Adjacent Fortification

PostPosted: Tue Nov 20, 2012 2:02 pm
by chapcrap
Two things that I had been thinking about this suggestion:
  1. I know there is another thread somewhere that needs merged. I'll try to find it if I get time.
  2. I feel like this is so similar to trench attacks that it should be easier to code by using the same type of idea from that code. This can really be thought of as unlimited trench forts. Same concept as attacking. I may be wrong about that making it easier, but that's how it seemed to me.

Re: Unlimited Adjacent Fortification

PostPosted: Tue Nov 20, 2012 8:32 pm
by agentcom
Chap, I could've sworn we had this conversation in one of the threads before:

Someone else: "Well, the real problem is that this would require the game to keep track of where all the troops are at the start of a phase"
[Then CC implemented Adjacent Attacks (Trench)]
Me: "Well this problem seems to be solved."
You: "Indeed"

So I think that there is another version of this floating around out there.

Re: Unlimited Adjacent Fortification

PostPosted: Wed Nov 21, 2012 11:49 pm
by chapcrap
agentcom wrote:Chap, I could've sworn we had this conversation in one of the threads before:

Someone else: "Well, the real problem is that this would require the game to keep track of where all the troops are at the start of a phase"
[Then CC implemented Adjacent Attacks (Trench)]
Me: "Well this problem seems to be solved."
You: "Indeed"

So I think that there is another version of this floating around out there.

'Indeed' does seem like something I would say...

Unlimited adjacent reinforcement

PostPosted: Sun Feb 17, 2013 4:56 am
by BENCLUB
Concise description:
  • If you want a realist mode of war, the best mode will be not Unlimited/Chained/Adjacent mode, but a mix of 2 mode; Adjacent and Unlimited

Specifics/Details:
  • Each player could reinforce their territory with their respective neighbour

How this will benefit the site and/or other comments:
  • This mode will be the most reallist mode

Re: Unlimited adjacent reinforcement

PostPosted: Sun Feb 17, 2013 5:28 am
by greenoaks
so this would just be Unlimited

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.