Current List of Feature Requests
Feel free to add more to this thread or start a new thread and discussion!
I think it would be cool to have a design feature that granted players interest on troops stored in reserve. Say a sliding scale that you could set at a percentage. So, for example, if you have 10 troops in reserve at the end of your turn, if the interest rate is 10%, at the start of the next turn you get an additional 10 * 0.1 = 1 additional unit.
Tue 3rd May 2011 14:15 #3 / 269
Kjeld wrote:I think it would be cool to have a design feature that granted players interest on troops stored in reserve. Say a sliding scale that you could set at a percentage. So, for example, if you have 10 troops in reserve at the end of your turn, if the interest rate is 10%, at the start of the next turn you get an additional 10 * 0.1 = 1 additional unit.
oooh a fogged capital map with interest bearing reserves would be cool!
Tue 3rd May 2011 16:04 #4 / 269
Kjeld wrote:I think it would be cool to have a design feature that granted players interest on troops stored in reserve. Say a sliding scale that you could set at a percentage. So, for example, if you have 10 troops in reserve at the end of your turn, if the interest rate is 10%, at the start of the next turn you get an additional 10 * 0.1 = 1 additional unit.
I really like this idea too. Gives more incentive for holding units in reserve other than the stealth/surprise attack factor.
Sun 12th Jun 2011 14:01 #5 / 269
In player profiles, in the "Board Rating" section, rather than having the reviewing player's avatar with each review (which is redundant AND redundant AND..), it would be much better to have a thumbnail of the board being reviewed.
Sun 12th Jun 2011 21:41 #6 / 269
Kjeld wrote:I think it would be cool to have a design feature that granted players interest on troops stored in reserve. Say a sliding scale that you could set at a percentage. So, for example, if you have 10 troops in reserve at the end of your turn, if the interest rate is 10%, at the start of the next turn you get an additional 10 * 0.1 = 1 additional unit.
I also like this idea...I'm just curious how it would effect gameplay...there are already plenty of turtles out there. I think it would have to be used in just the right type of game.
Mon 13th Jun 2011 09:17 #7 / 269
M57 wrote:In player profiles, in the "Board Rating" section, rather than having the reviewing player's avatar with each review (which is redundant AND redundant AND..), it would be much better to have a thumbnail of the board being reviewed.
+1, that'd be nice!
He has risen!
Thu 16th Jun 2011 17:28 #8 / 269
Has it been suggested to add a chess clock feature to the real-time games so that all players could vote to pause the game clock, and all players can vote to restart the clock. You could have restart votes expire after 10 minutes or so, so you can ensure all players are on and ready to resume the game. You could also vote to change the play clock from real-time to 2 day with a unanimous decision.
Thu 16th Jun 2011 17:40 #9 / 269
Chess clock has been suggested. I don't remember why it was nixed.
Thu 16th Jun 2011 20:56 #10 / 269
I think it was added to the feature request list, but I could be wrong. The vote to change to 2-day was not suggested.
Sun 19th Jun 2011 23:36 #11 / 269
This is just a thought, but it would be nice if the font size for the numbers that show unit count could be adjustable. Maybe there could be something like Large, Normal, and Small.
I'm thinking of boards like this:
http://www.wargear.net/boards/view/2428/Board
..where a larger font would make the board that much easier to read (there's certainly room). My original thought was that the font size would be global, but obviously it could be adjustable by territory too. I could see a where font sizes could be used to show border mods, capitals, or some other feature about the territory.
Sun 19th Jun 2011 23:44 #12 / 269
Oh yeah, and I'd like to formally request "adjustable restricted range for units" ..even though everyone says it's too hard to code ..I still want it badly, and I'm surprised there aren't others who wouldn't really like to have this feature as well.
Mon 20th Jun 2011 04:56 #13 / 269
M57 wrote:Oh yeah, and I'd like to formally request "adjustable restricted range for units" ..even though everyone says it's too hard to code ..I still want it badly, and I'm surprised there aren't others who wouldn't really like to have this feature as well.
Does this mean just an adjustable minimum (i.e. not just 0 / 1 as presently) ?
Mon 20th Jun 2011 07:14 #14 / 269
0/1? We may not be on the same page.
To be specific, I'm thinking of a global setting that has the effect of putting a cap on how far a unit can travel on the board, including fortifies (which I'm hoping actually makes it easier). Think of it as a cap on blitzing range. You mentioned in this thread that you wanted to have some form of this in SG but it posed too many difficulties. In SG I think I can see why this might be the case, but in regular WG you're not dealing with potential events, you're dealing with events that have already occurred, so I was initially thinking that with each move, the engine would simply look back at a log for a string of winning moves and/or fortifies that lead to its current position.
But then it occurred to me that there might be an easier way.
Tag each territory with a Move Count of 0. If a player attacks from Brazil to Venezuela and wins the battle resulting in the occupation of Venezuela (or fortifies with "fortify to attack ON"), Venezuela's MC is bumped by one, effectively affecting all troops in that territory (even if some of them haven't moved in the case of a fortification). If the player then decides to attack from Venezuela to Central America, the engine first checks Venezuela's MC against the Global Setting.
When MC = GS, the attack is denied. At the end of the player's turn all MCs are zeroed out.
Mon 20th Jun 2011 08:07 #15 / 269
OK, I see the flaw in my suggestion, but there's an easy fix.
Assume there's a GS setting for a 2 territory range.
After taking Venezuala (which becomes tagged +1) the player is then allowed to attack Central America because 1<2.
Upon winning and moving troops into Central A., CA then gets tagged with Venezuela's GS + 1, so now:
At this point, with every troop movement the defeated territory inherits the attacking territory's MC + 1, but we need to tweak this a little.
Consider that a player attacks to from T1 to T2, and also attacks from T3 to T4. Then let's say he wants to fortify from T2 to T4 to increase T4s stack and continue attacking from there.
Assume GS = 2.
Before the fortify, T2 and T4 have MC's of 1 each.
After the fortify, T4 adds to it's existing MC T2's MC + 1 (so it doesn't just "inherit" T2's MC).
So after the fortify T4 has a new MC of 1 (existing) + 1 (T2's MC) + 1 (for the fortify) = 3
3>2 so further attacks are disallowed.
In this case the fortify was allowed because T2 had an MC of 1 at the time the fortify was requested. Notice that the MC of the target territory is not considered in determining if the fortify is allowed (although I suppose it could be).
Mon 20th Jun 2011 13:26 #16 / 269
On a somewhat related note, has territory specific minimum units per board been added to the feature request list? AKA partial-abandon?
Mon 20th Jun 2011 14:44 #17 / 269
Edward Nygma wrote:On a somewhat related note, has territory specific minimum units per board been added to the feature request list? AKA partial-abandon?
You want Global only? Don't you want a minimum units per territory on a case by case basis? Right now we got nothing. There's only a maximum setting, and that's per territory. Even max settings are currently not globally assignable.
If you think about it, having a global setting could be confusing if you could already set them by territory because you would have apparent conflict (even if the technically one trumps the other).
Mon 20th Jun 2011 14:50 #18 / 269
Re: My Unit Range request..
Unit range would necessarily be a Global Setting, but from there it makes sense to have individual territory modifiers. For instance, a +1 Move Count mod on a mountainous area would make moving into that territory cost an extra Move Count, effectively slowing down or even stopping (with a higher mod) the progress of those units by further limiting their range in that turn.
It could work one of two ways (or perhaps be toggle-able).
Mon 20th Jun 2011 15:16 #19 / 269
M57 wrote: Even max settings are currently not globally assignable.
Bonuses, Limits and Dice section > Rule Maximum Units per Territory.
He has risen!
Mon 20th Jun 2011 16:12 #20 / 269
Yertle wrote:M57 wrote: Even max settings are currently not globally assignable.
Bonuses, Limits and Dice section > Rule Maximum Units per Territory.
I stand corrected. Actually, I'm sitting but..
..and I've even used it on some of my maps!