Moderator: Community Team
So you shouldnt be able to bombard the territories in Feudal down to 1 army to make it easier to clear out? I can, somewhat, understand this argument for attacking solo neutrals, but that idea is flat out awful for anything else.sully800 wrote:I think that if you try to bombard a neutral territory an error should pop up saying you there is nothing to bombard.
No. you can bomb it down to 1, you can keep bombing it once its at 1 and it will stay at 1, BUT you dont get a card unless you TAKE it. Thats all Im saying.Bones2484 wrote: So you shouldnt be able to bombard the territories in Feudal down to 1 army to make it easier to clear out?
Was I quoting you?Yanarix wrote:No. you can bomb it down to 1, you can keep bombing it once its at 1 and it will stay at 1, BUT you dont get a card unless you TAKE it. Thats all Im saying.Bones2484 wrote: So you shouldnt be able to bombard the territories in Feudal down to 1 army to make it easier to clear out?
Unfortunately those are oranges we are talking about apples. The person your going back and forth as well as yourself have to worry about the other deciding to stop it and plow thru that contested territory as well as conquer your territory. Poor old neutral has to take in the pooper and like it while you "safely" bombard them into pseudo-oblivion repeatedly.Kotaro wrote:So, if bombarding a neutral is a "unfair strategy", I believe that trading off 1's in an 8 way escalating is the same way. The 1 can't defend itself, and it's just going back and forth to build cards. I want a script to stop this too, it's unfair to those that don't know it.
The term "spoils" is the result of a renaming -- it used to be "cards" until a copyright scare swept through. Either way, I beg to differ; the word "spoils" does indeed apply to a non-occupied region -- in the context of THIS GAME. Game designers can use any words they want for their brand language and have them mean whatever they want.THE ARMY wrote:If you don't "attack" and instead "bombard" from a safe distance then you SHOULD NOT get spoils. so either rename the "spoils" or change bombardment rules so you don't get a "spoil"
That's fine with language. I'll talk about the intent then. In order to get spoils/cards/resources from a territory/area you should have to occupy/take it over. Was this the original intent? Should the intent be changed?iambligh wrote:The term "spoils" is the result of a renaming -- it used to be "cards" until a copyright scare swept through. Either way, I beg to differ; the word "spoils" does indeed apply to a non-occupied region -- in the context of THIS GAME. Game designers can use any words they want for their brand language and have them mean whatever they want.THE ARMY wrote:If you don't "attack" and instead "bombard" from a safe distance then you SHOULD NOT get spoils. so either rename the "spoils" or change bombardment rules so you don't get a "spoil"
That's like 'disputing' the language and iconography they use for rankings and medals.
ronin56003 wrote:
Unfortunately those are oranges we are talking about apples. The person your going back and forth as well as yourself have to worry about the other deciding to stop it and plow thru that contested territory as well as conquer your territory. Poor old neutral has to take in the pooper and like it while you "safely" bombard them into pseudo-oblivion repeatedly.
* EDIT *
Also while your doing this, someone could come up to your contested territory and mess it up for you both. Your not behind a wall of n10s your in the open where you suspect to attacks from others.
Wow. This is nowhere near being about 1s being insignificant. I realize that there are other maps with bombard abilities. I haven't played all the maps with it, but I assume the mechanics still work the same and the same strategy could work. It's tremendously easy to do it on Feudal War. The mechanics of bombard is slightly flawed which is exploited on Feudal War.Kotaro wrote: Same difference. You're talking about 1's being too little a risk to be worth a card; they're too little in one game, but not another? And you want to change the whole gameplay system of the bombard, based on your obvious lack of knowledge of one map? And what about other maps. There's Waterloo. New World. Duck and Cover (or something like that). Each one can do the same thing, yet you're basing your entire weak argument off of one map.
Let me guess. Someone recently schooled you in Feudal War, and you were just so angry, you came here to make this topic. And being behind neutrals has nothing to do with it, you're just an angry young person who lost a game.
What next? Going to get screwed by dice and come make a topic about making the dice less random?.
I am not the person to give advice on this strategy, as I am not versed well enough in it. You'd be better off asking someone who excels at 6-way escalating matches on feudal.ronin56003 wrote:Timmiz -
Can you walk me thru what would happen on a game with 6 people doing the same build-up strategy on Feudal War?
Is the last person who decides to break out win? How many turns happen before that happens? 5? 10? 15?
Educate me on the pros and cons of this strategy.
I understand you need to build up forces some times to attack, but its ConquerClub not ColdWarClub. There have been thousands of games were "good strategy" was just exploits used by everyone because if you did anything but exploit your chances of winning were nil to none.
If its still considered strategy, its stagnant, slow and unimpressive. It should be removed for more dynamic, fast paced strategies. Granted games are is just numbers and dice, so maybe its the only option.
Bombarding neutral's with 1 army should bring up and error, unless spoils actually means spoils which means you would need to occupy the territory to pickup the leftovers of your enemies you defeated.
Is there an example that you can use to explain it to me then? Or know someone I can talk to about it?Timminz wrote: I am not the person to give advice on this strategy, as I am not versed well enough in it. You'd be better off asking someone who excels at 6-way escalating matches on feudal.
If you wait too long to attack, someone who attacked out at the right time will kill you. That's why sitting around forever is a bad strategy. Perhaps, in the games you've played, everyone attacked too soon, and so the one who waited the longest won, making it seem as though waiting the longest will always be the best strategy.ronin56003 wrote:Is there an example that you can use to explain it to me then? Or know someone I can talk to about it?Timminz wrote: I am not the person to give advice on this strategy, as I am not versed well enough in it. You'd be better off asking someone who excels at 6-way escalating matches on feudal.
The original intent was to develop a different gameplay feature. I am not sure of what the first map to utilize bombardment was, it was before I joined the site. I think that the feature works exactly how people wanted it to work. If you look at the Waterloo map, the Duck & Cover map, or the Arms Race! map, bombardment makes sense with the nature of the territories. Waterloo has artillery which cannot attack short-range targets, but you cannot advance into a a long range territory from an artillery outpost. Duck & Cover uses planes dropping bombs on far away territories; Arms Race! has nuclear weapons destroying a territory. It does not follow that you would be able to capture a territory using these type of territory dynamics, but you would be able to destroy enemy troops that are there. Another map that has somewhat similar dynamics is King of the Mountain, but this uses helicopters which can "land" at other helipads and at the tops of the mountains. These dynamics are different and I believe that bombardment is a perfect solution.ronin56003 wrote:Again... Was this the original intent? Should it be changed?
He's not asking about thatlancehoch wrote: The original intent was to develop a different gameplay feature. I am not sure of what the first map to utilize bombardment was, it was before I joined the site. I think that the feature works exactly how people wanted it to work. If you look at the Waterloo map, the Duck & Cover map, or the Arms Race! map, bombardment makes sense with the nature of the territories. Waterloo has artillery which cannot attack short-range targets, but you cannot advance into a a long range territory from an artillery outpost. Duck & Cover uses planes dropping bombs on far away territories; Arms Race! has nuclear weapons destroying a territory. It does not follow that you would be able to capture a territory using these type of territory dynamics, but you would be able to destroy enemy troops that are there. Another map that has somewhat similar dynamics is King of the Mountain, but this uses helicopters which can "land" at other helipads and at the tops of the mountains. These dynamics are different and I believe that bombardment is a perfect solution.
I don't mind if you get a card for the first kill, but why should you get one for the secondronin56003 wrote:Example: You have a wallet in your pocket. I want it. I shoot and kill you from 50 yds away. Yay, I can get your wallet, if I go to where you are laying and get it. It doesn't magically appear in my hand.
The same should be done with bombard. Yay I annihilated the army, do I go occupy and get spoils or do I sit back and bombard again later?
At last.... you admit to the loophole.Timminz wrote:Some people don't know you can use it to get an easy card in Feudal
No loophole, just ignorance.GenuineEarlGrey wrote:At last.... you admit to the loophole.Timminz wrote:Some people don't know you can use it to get an easy card in Feudal
Anyone fancy that we stop banging our heads for a moment and take step back?lancehoch wrote:The original intent [of bombardment was to develop a different gameplay feature.