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Destruction of movement points, why?

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Yes, but for water and land.
Yes, only in respect of the closures.
No, leave as is.
Yes, for water, land, and borders.
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10 years ago
May 20, 2015, 8:25:37 PM
In the game there are 2 kinds of situations in which a fully nulled all points of movement.



1. Fraction closes the border and the next course of your whole army on the outside of the boundaries of this fraction, and 0 points movement.



2. Army goes into the water, or water - to the ground.



Why do I lose all the points of movement in these situations? I propose to remove this nulled. If the army was thrown abroad, shoot with it the number of movement points according to the shortest route between the previous and the current place of the army.



Run, army, run!
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10 years ago
May 20, 2015, 8:32:58 PM
In areas with difficult topography, sometimes chooses the army, supposedly "shortest" let through the water, to the goal. And while the algorithm does not consider, that after landfall, the army will be 0 points of movement, and she may be new problems to move.
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10 years ago
May 21, 2015, 4:40:45 AM
Ouch, rough english, but I understand you.



I think the current system is fine as it is.

Realistically, taking a ground force and making them load onto and off of a boat takes time. This part may be changed in the future, however, as there is growing desire for more aquatic battle mechanics in future dlc.

As for when borders close, just imagine that your troops had to do a mad dash out of the enemy territory and may have had unexpected complications in doing so,

Fairly realistic if you ask me/
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10 years ago
May 21, 2015, 5:15:49 AM
Realism is a strange requirement for a fantasy game with magic. More important and interesting mechanics and general style of play. Unnecessary slowing down of troops takes away part of the excitement and fascination of the game is to go 5 turn to enemy cities or places of colonization duller than 2.
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10 years ago
May 24, 2015, 12:09:49 AM
Judging from the vote at this time, many people like the delay in the transition from the water to the ground and back again. smiley: biggrin



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10 years ago
May 27, 2015, 9:04:44 PM
It seems that the embarking / disembarking costs can be lowered by having cargo docks...



I've seem some of my units disembarking and going on easily because of that...



So, I think I'm fine with embarking / disembarking costs, although I'm not fine in having embarked armies totally invulnerable... That is annoying.



In such a way that I've even suggested at the naval thread a minimum mechanic to have amphibious warfare /#/endless-legend/forum/6-game-design/thread/3563-naval-warfare-should-it-be-implemented-and-how
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10 years ago
Oct 29, 2015, 2:20:45 PM
Embarking and Disembarking cost are indeed eliminated by making the transition through a cargo docks tile.



I voted not to change it, because I believe that the movement cost does serve a gameplay purpose. It allows the defender to react to an invasion by sea.
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10 years ago
Nov 1, 2015, 11:28:08 PM
I voted against changing, and if anything, I think it is way too easy to have an army embark and disembark using makeshift fleets that come out of nowhere even with the delay in time. That is a pet peeve of mine that is present in almost every strategy game. As far as I am concerned such an act should costs money, let alone time.
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