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designer_workshop:proposed:unitrangelimits [2013/08/10 11:34] M57 |
designer_workshop:proposed:unitrangelimits [2014/07/11 07:09] (current) M57 [A Post Comparing M57s Version of the Feature to one proposed by Korrun:] |
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====== Unit Range Limits ====== | ====== Unit Range Limits ====== | ||
+ | (proposed by M57) | ||
- | + | ==== Terminology | |
- | Terminology: | + | |
**Unit Range Limit (URange)**: URange is a global setting that specifies the maximum number of territories any given army may leave in a single turn. Default = Unlimited | **Unit Range Limit (URange)**: URange is a global setting that specifies the maximum number of territories any given army may leave in a single turn. Default = Unlimited | ||
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- | Overview: | ||
As a unit(s) leaves a territory, either as a result of victory in a battle or a fortification, | As a unit(s) leaves a territory, either as a result of victory in a battle or a fortification, | ||
- | |||
- | Specifics: | ||
At the beginning of each player’s turn, all Mcounts are set to 0. | At the beginning of each player’s turn, all Mcounts are set to 0. | ||
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Generally speaking, the MCount of a territory doesn' | Generally speaking, the MCount of a territory doesn' | ||
- | ==== Concerns ==== | + | ===== Concerns ===== |
+ | |||
+ | ==== Visibility ==== | ||
+ | |||
+ | >How will players how much movement is left? | ||
+ | |||
+ | Here are some proposed solutions.. | ||
+ | |||
+ | -Hovering over a territory will reveal its MCost and current MCount. MCounts are hidden from opponents in fogged games. | ||
+ | -Pop-up Attack and Fortify windows reveal the same information as above for the attacking/ | ||
+ | -An approximation of a territory' | ||
+ | |||
+ | ====A Post Comparing M57s Version of the Feature to one proposed by Korrun: | ||
+ | Korrun wrote: | ||
+ | |||
+ | Just to resubmit my idea on this (which I think is simpler and easier to represent visually), for terrain/ | ||
+ | |||
+ | M57 wrote: | ||
+ | |||
+ | I think yours is an excellent solution, and though I'm not convinced, I wouldn' | ||
+ | |||
+ | I'm not sure about one being better than the other visually. | ||
+ | |||
+ | Mine involves the target territory while yours involves each individual border. | ||
+ | |||
+ | Yours keeps a global count of how many ' | ||
+ | |||
+ | With yours a player could use all of his movement count to run a single stack quite far, whereas with mine a player can move every stack on the board with no restrictions on the number of stacks that can be moved, but each stack' | ||
+ | |||
+ | Mine simulates time. If you have "Back to Attack ON and enable MovementCount in the Fortify phase, you have a sophisticated mechanism that requires players to consider both ' | ||
+ | Yours uses a per/attack count (right?), while mine uses a per/ | ||
- | Visibility: | + | Yours better represents time and unit autonomy related elements in the sense that it counts each roll as an ' |
+ | Summarizing: | ||
- | Hovering over a territory will reveal its MCost and current MCount. MCounts are hidden from opponents in fogged games. | + | Because yours works on a border basis, it offers a more sophisticated |
- | Pop-up Attack and Fortify windows reveal the same information as above for the attacking/fortifying territory, but also include | + | Because mine works on a territory basis with a per/BorderCrossed counting system, it offers a better sense of time passage and unit autonomy on a macro scale. It doesn' |
- | An approximation | + | Oh, and I love your idea of the option |