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Zveřejněné: 9   Navštíveno: 39 users
17.10.2014 - 03:42
As of now, each stack in a game has a very small invisible circle around it that enemy units can't pass through without first destroying that stack (henceforth called "zone of control"), which is why you can't send units in that small gap between the two unconnected units in a 3-unit wall.

I suggest that the zone of control for naval and land units be extended by a significant amount, or at least include the size of zone of control as one of the game options. This will be a very radical change that might alter gameplay significantly, but I still believe that it will be beneficial. My reasoning is is that it prevents transport rushes.

If, for example, I have a 27-destroyer wall (3 stacks of 9 destroyers each) around Copenhagen (yes, it's probably stupid to have that, but just for example) and my opponent breaks it with one bomber, then my opponent can then send a transport with 15 infantry (2 defense while on sea, but 92 defense while on land) from Gdansk, Riga, or even London and Tallinn (depending on strategy/upgrades) to Copenhagen, and I have no chance of stopping it while it's vulnerable on the sea and only one-half chance of turn blocking the transport before it can attack Copenhagen, even with my 26 or 27 surviving destroyers still around Copenhagen. With a larger zone of control, my destroyers will continue to protect Copenhagen, until they are destroyed.

In short, currently, attacks between cities within one move range can bypass whatever defenses aren't in a wall with only slight changes to the route, and it only takes one militia/bomber to break defense walls.
If an extended zone of control is implemented, attacks cannot bypass those units. If I block the Kattegat with a few units, then my opponent will actually have to destroy those units to pass, and not just use a bomber to break the wall and pass by unhindered the following turn.

Someone has pointed out to me when I chatted about this idea that building multiple walls to protect a single target or block a single strait can solve the problem. The problem here is space. I simply can't build more than a couple walls around cities in Europe or east Asia without the walls interfering with each other. There's also the problem that building (for example) three walls around the same city will use something like 20~30 units, when in a well planned attack, only six of them will ever fight.

Interesting idea, or plain foolishness? Please comment.
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17.10.2014 - 06:22
Black Shark
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It would be interesting to have it as a option in map making.
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17.10.2014 - 07:15
Interesting idea.
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17.10.2014 - 07:24
Napsáno Goblin, 17.10.2014 at 07:15

Interesting idea.


FLOWER POWER IS FUCKING CONFIRMED
GET HYPE
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17.10.2014 - 08:46
Napsáno Tundy, 17.10.2014 at 07:24

Napsáno Goblin, 17.10.2014 at 07:15

Interesting idea.


FLOWER POWER IS FUCKING CONFIRMED
GET HYPE

I didnt say support
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17.10.2014 - 08:51
 brianwl (Admin)
I wonder if the extended zone of control international suggests could apply only for units that don't move during the turn... would get rid of the flower power but prevent the transport rush.
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21.10.2014 - 02:23
Napsáno brianwl, 17.10.2014 at 08:51

I wonder if the extended zone of control international suggests could apply only for units that don't move during the turn... would get rid of the flower power but prevent the transport rush.

Interesting. Never thought about that. Seems like a good option to add to a drop-down list, if my idea is implemented.
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21.10.2014 - 08:40
This is compared to "intercept" units I think ( the act where a stealth placed intercept transports).

I dont remember much, but it was suggested before... too hard to do.
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21.10.2014 - 12:34
 brianwl (Admin)
Napsáno V-dog115, 21.10.2014 at 10:11

Napsáno brianwl, 17.10.2014 at 08:51

I wonder if the extended zone of control international suggests could apply only for units that don't move during the turn... would get rid of the flower power but prevent the transport rush.

sounds similar to walls.


similar, yes, but as International is suggesting, the issue is it only takes a single unit to break a wall, and then you can move transports through a multi-ship naval blockade... He's looking for the zone of control on naval ships to make it so transports can't rush through a heavily fortified naval defense... so first there's the wall, as you mention, but then there is also a zone of control, so an actual naval force would need to escort the transports... which seems more realistic.
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