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| V2 Movement system | |
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| Topic Started: Jun 24 2010, 07:01 PM (146 Views) | |
| TCTriangle | Jun 24 2010, 07:01 PM Post #1 |
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I don't know if there's going to be a V2, but here goes my suggestion anyway: OK, so admin has this other game called Cyber Citizens, and the circles for the google map in that game moves along with the unit, creating this circle that always follows the unit, making it much easier to gauge the least amount of distance before that unit reaches its destination. I think the movement here could be the same. It would have two circles: one around the current position of the unit that is stationary, exactly like the circles we have now, and the other one would FOLLOW that unit to wherever it is placed. This way, it would really help in moving max distances possible and seeing how many turns are needed to reach an enemy army, a territory, or whatever, cuz right now, it is really painful to see a unit just missing its mark by a short distance and losing the game because of that mistake. Edited by TCTriangle, Jun 24 2010, 07:02 PM.
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| Beavers | Jun 24 2010, 09:24 PM Post #2 |
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I agree ... when moving a unit, a ghost movement range should be around it so you know what its movement range will be before you click to officially move the unit. IF it is not possible or computationally too intensive or something to not have the ghost circle move with the unit as you drag it, it could at least appear when you drop it so you can see the range before you choose to accept the movement you made. Having the circle around the dragged unit be different ... lower intensity (ghost) or maybe a dashed ... just to suggest to the user that it does not represent the current location of the army. Additionally, a movement line will not be present until choosing to move and the map reloading as a result of that change. |
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| Jovan Cossades | Jul 14 2010, 02:28 PM Post #3 |
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Hey evreyone, first post, will introduce myself somewhere else. I know why people want a 'ghostcircle', but I don't like the idea. The 'will I make it' idea is something that I like in this game. It makes you happy when an enemy just didnt make it in time, and it makes you hate the game when your small army finaly reached a region, but not yet close enough to take it. I love it, It doesnt need to be 'corrected', you just have to learn to guess and realize its just a game when you lose your army, and thus a disadvantage because of it. |
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| TCTriangle | Jul 14 2010, 08:47 PM Post #4 |
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Personally, I think it's just a nuisance. It adds no depth to the strategy, it's just whether or not you were lucky. I understand how you think that it's an interesting aspect of the game, but it's my opinion that it's just annoying and nothing more. |
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| admin | Jul 17 2010, 06:36 PM Post #5 |
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Administrator
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This has been implemented to the current version of TOG. Test it out and let me know what you think. |
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| Captain Crunch | Jul 17 2010, 08:43 PM Post #6 |
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i like it :D |
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| TCTriangle | Jul 18 2010, 07:41 AM Post #7 |
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Yes!!! Awesome!!!!! Thanks, admin! |
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| icadil | Jul 18 2010, 08:11 AM Post #8 |
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I was so excited the first time I saw this that I moved too far :p Thanks Admin, this will surely help! |
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12:25 PM Feb 6