Moderator: Cartographers
That would also make it a bit more realistic. Areas with many borders are harder to defend than areas with few.ender516 wrote:Interesting concept. What about requiring more than one troop to hold a territory, say, one per border? Once you have that, then you can strike out.
Hmmm ... I'm thinking the coding for this might be that each "region" is actually a set of hierarchies. You attack into the "base level" of the region. But you can only attack out of the "top level" of a region. Maybe each region has 3 levels. Perhaps 2 of those levels are killer neutrals ... or maybe one is a decaying neutral.Gillipig wrote: Let's say depending on how large an area is, it takes x amount of turns before that region can be assaulted from by the new owner. So taking control of an area is different from defeating the armies on it. First you need to take down the enemy troops, then you have to excert control over the region. The area can not be assaulted during this time (or maybe it should) and the new owner has to wait x number of rounds to be able to assault from his new position.
Just a suggestion from General Gillipig lol.
You could simulate this by having the region decay by the number of borders it has. It's not perfect, but you would basically keep having to replenish the "fronts" or else you would lose the territory. Better yet would be to have it decay by the amount of enemy borders, so you wouldn't have to "defend" (i.e. lose troops) in territs that you completely surround. I think this could be done with the new conditional bonus things. Each territ would have to be written to decay by the number of borders, but you would have a conditional autodeploy (can autodeploys be conditional?) that add +1 for each bordering territ. You would have to make sure the operations are performed in the right order (i.e. positive autodeploys before negative ones).ender516 wrote:Interesting concept. What about requiring more than one troop to hold a territory, say, one per border? Once you have that, then you can strike out.
conditional autodeploy is not possible. I think conditional autodeploy would brings realy new dimension to maps and gameplay. also conditional decay would be great...agentcom wrote:Each territ would have to be written to decay by the number of borders, but you would have a conditional autodeploy (can autodeploys be conditional?)
But it is realistic, when conquering a certain castle/town/bridge/whatever you gained a control of specific area.Gillipig wrote:I thought IH meant the way troops conquer regions on this site.
An entire area, sometimes a huge area, is all taken at the exact same time. Maybe it's possible to make it a bit more realistic. Here's a suggestion:
Let's say depending on how large an area is, it takes x amount of turns before that region can be assaulted from by the new owner. So taking control of an area is different from defeating the armies on it. First you need to take down the enemy troops, then you have to excert control over the region. The area can not be assaulted during this time (or maybe it should) and the new owner has to wait x number of rounds to be able to assault from his new position.
Just a suggestion from General Gillipig lol.
If you say sobenga wrote:But it is realistic, when conquering a certain castle/town/bridge/whatever you gained a control of specific area.Gillipig wrote:I thought IH meant the way troops conquer regions on this site.
An entire area, sometimes a huge area, is all taken at the exact same time. Maybe it's possible to make it a bit more realistic. Here's a suggestion:
Let's say depending on how large an area is, it takes x amount of turns before that region can be assaulted from by the new owner. So taking control of an area is different from defeating the armies on it. First you need to take down the enemy troops, then you have to excert control over the region. The area can not be assaulted during this time (or maybe it should) and the new owner has to wait x number of rounds to be able to assault from his new position.
Just a suggestion from General Gillipig lol.
Sometimes even like acquiring a specific resource you controlled even bigger area.
The way risk is played is realistic and yes simplified way of how wars are ran.