Suggestions that have been archived.
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demon7896
Posts: 573 Joined: Thu Sep 13, 2007 5:21 pm
Location: San Jose, CA
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by demon7896 » Mon Dec 03, 2007 10:29 pm
it might be cool if you can teleport your armies.
pascalleke
Posts: 745 Joined: Sun Feb 11, 2007 11:26 am
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by pascalleke » Tue Dec 04, 2007 4:25 am
demon7896 wrote: it might be cool if you can teleport your armies.
we are going star trekkin ?
Skittles!
Posts: 14575 Joined: Wed Jan 03, 2007 2:18 am
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by Skittles! » Tue Dec 04, 2007 4:39 am
demon7896 wrote: it might be cool if you can teleport your armies.
How can this come about?
jennifermarie
Posts: 1316 Joined: Wed Mar 07, 2007 8:07 pm
Gender: Female
Location: Indiana, USA
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by jennifermarie » Tue Dec 04, 2007 7:46 am
i think he wants fortifying to be done from any country to any country no matter if they are attached or not
lord voldemort
Posts: 9596 Joined: Sat Oct 20, 2007 4:39 am
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by lord voldemort » Tue Dec 04, 2007 7:53 am
jennifermarie wrote: i think he wants fortifying to be done from any country to any country no matter if they are attached or not
be an interesting feature...like super unlimited
khazalid
Posts: 3407 Joined: Thu Oct 26, 2006 5:39 am
Location: scotland
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by khazalid » Tue Dec 04, 2007 7:56 am
sort of negates a lot of skill though...
had i been wise, i would have seen that her simplicity cost her a fortune
Bolbs
Posts: 53 Joined: Sat May 26, 2007 1:11 pm
Location: Here
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by Bolbs » Tue Dec 04, 2007 2:59 pm
I like the idea. It would only really work with one fort per go though.
You still need skill to know what armies to "teleport" where.
demon7896
Posts: 573 Joined: Thu Sep 13, 2007 5:21 pm
Location: San Jose, CA
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by demon7896 » Tue Dec 04, 2007 9:37 pm
khazalid wrote: sort of negates a lot of skill though...
well. it would negate barrier walls and surrounding territories, but keep in mind you can do the same thing.
Herakilla
Posts: 4283 Joined: Fri Jun 09, 2006 8:33 pm
Location: Wandering the world, spreading Conquerism
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by Herakilla » Tue Dec 04, 2007 9:42 pm
this would actually be very interesting if you only allow 1 fortification a turn so it would be SUPER no distance barred adjacent lol
hecter
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by hecter » Tue Dec 04, 2007 10:23 pm
Well, you could have "Super Fortifications" and "Super Unlimited Fortifications" added to the list. Wouldn't that be interesting?
Herakilla
Posts: 4283 Joined: Fri Jun 09, 2006 8:33 pm
Location: Wandering the world, spreading Conquerism
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by Herakilla » Tue Dec 04, 2007 10:26 pm
hecter wrote: Well, you could have "Super Fortifications" and "Super Unlimited Fortifications" added to the list. Wouldn't that be interesting?
when i think about it, super seems bland so lets go with ultrasuperflagoriphic!
Risktaker17
Posts: 1495 Joined: Sun Apr 01, 2007 8:09 am
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by Risktaker17 » Tue Dec 04, 2007 10:30 pm
Herakilla wrote: hecter wrote: Well, you could have "Super Fortifications" and "Super Unlimited Fortifications" added to the list. Wouldn't that be interesting?
when i think about it, super seems bland so lets go with ultrasuperflagoriphic!
Instead of teleport it should be beam. Star Trek!! WOOT! William Shatner is hilarious! Who here has seen his interpretation of Rocketman. That is awesome.
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demon7896
Posts: 573 Joined: Thu Sep 13, 2007 5:21 pm
Location: San Jose, CA
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by demon7896 » Tue Dec 04, 2007 11:10 pm
Herakilla wrote: this would actually be very interesting if you only allow 1 fortification a turn so it would be SUPER no distance barred adjacent lol
1 fort. per turn is a great idea actually
demon7896
Posts: 573 Joined: Thu Sep 13, 2007 5:21 pm
Location: San Jose, CA
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by demon7896 » Tue Dec 04, 2007 11:14 pm
Russianfire8371 wrote: *coughformcough*
yeah, russianfire?
lord voldemort
Posts: 9596 Joined: Sat Oct 20, 2007 4:39 am
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by lord voldemort » Wed Dec 05, 2007 12:56 am
demon7896 wrote: Russianfire8371 wrote: *coughformcough*
yeah, russianfire?
use the form up top of this forum
Soloman
Posts: 625 Joined: Tue Dec 26, 2006 6:35 pm
Location: The dirty south
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by Soloman » Sun Jun 08, 2008 9:13 pm
Maybe call it airdrop fortification or unimpeded fortification or something like that...
cicero
Posts: 1358 Joined: Wed Mar 07, 2007 1:51 pm
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by cicero » Mon Jun 09, 2008 2:31 am
khazalid wrote: sort of negates a lot of skill though...
Which by default increases the luck.
No thanks.
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Joodoo
Posts: 1639 Joined: Fri Mar 21, 2008 12:19 am
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by Joodoo » Mon Jun 09, 2008 2:43 am
cicero wrote: khazalid wrote: sort of negates a lot of skill though...
Which by default increases the luck.
No thanks.
yeah, but you get to do it too...
this is a very interesting idea...