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| Real Time and Turn Based Gameplay; New style of play in testing | |
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| Topic Started: Aug 2 2010, 05:36 PM (179 Views) | |
| admin | Aug 2 2010, 08:37 PM Post #11 |
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Administrator
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You lose your movement turns if you do not use them. You can back collect on your territories across lost turns however. You cannot move units or attack while it is some else's turn. You can reinforce units and add units to your territories while it is not your turn. |
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| icadil | Aug 2 2010, 08:41 PM Post #12 |
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That is true, however this way you require all games to have free capture, attacks and turn transfers if if you still want to move in your turn. Ok I will grant that those are still options but they just require more turns. My problem comes from the maps where long distance is required to travel from one place to another, in those circumstances you have to take the hit on a small army getting to a place before the enemy places a bigger army there in defense, meanwhile you have money sitting and doing nothing. I will test this more before I commit to this though, as one game is not sufficient to decide one way or another. P.S. Again Admin, Thank you, your renewed interest in the game has made me a very happy gamer. |
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| Beavers | Aug 3 2010, 12:13 AM Post #13 |
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Under the system as described, attacks really cannot be set to cost turns or else it is possible to have regions where overlapping armies make it impossible for an attacker to make progress unless their opponent goes inactive. Transfers can cost though, you'd just give up a move to accomplish the transfer and have to wait until the next one to make use of your modified army. I'm not sure about captures costing, I'll have to think about the implications more. ... or maybe not; I don't ever play games where attacks or captures cost because it makes the game unbearably slow in my opinion and tends to penalize aggressive play by making things like a grand breakthrough and blitzkrieg impossible. |
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| admin | Aug 3 2010, 01:04 AM Post #14 |
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I just added the option to store up to 3 turns in Turn Based games so that should address your concerns about the other options. Though, if it were my choice, I'd use free attacks and transfers as well, cause I like it that way. ;) |
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| Sandboxbob | Aug 3 2010, 01:08 AM Post #15 |
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3 turns is a good limit prevents people being inactive for a long time and just bashing people on some random day. thanks for update :) |
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| Beavers | Aug 3 2010, 07:14 AM Post #16 |
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Agreed, three is a good number of turns to allow for storage. I see that the default is set to zero; maybe it should be set to three because that seems the best balance for dealing with the fact that sometimes it is impossible to be around for your turn and the need to sometimes traverse longer distances - that way if people want to play with a more strict rule set of having to use the turns as given or losing them, they have to manually choose that. What do other people think? |
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| icadil | Aug 3 2010, 01:42 PM Post #17 |
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I agree with this idea for the same reasons. EDIT: Already implemented, thanks. Edited by icadil, Aug 3 2010, 01:54 PM.
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| Beavers | Aug 3 2010, 06:07 PM Post #18 |
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Thanks admin for working so quickly to review our suggestions and implement them if deemed well-thought-out. |
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| Jovan Cossades | Aug 19 2010, 04:30 AM Post #19 |
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Firstly: Great work again. Secondly: I like TBS games because you can 'plan ahead' heck, i like this game because you can plan ahead in realtime play. But, I can't acces my Collect Funds page while the turn is not to me. There are other ways to find out your savings etc. But I would like it if the Collect Funds page stays accesable. |
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| admin | Aug 19 2010, 11:31 AM Post #20 |
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Administrator
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This has been implemented. |
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11:02 AM May 20