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 Post subject: Deployment Zones
PostPosted: Fri Jan 18, 2008 4:01 am 
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Three new properties: (Always owned by a player, they do not come in a neutral variety)

ImageGround Deployment Zone
ImageAir Deployment Zone
ImageSea Deployment Zone

They work like Base, Airport, and Port, respectively. i.e. you can deploy units on them.

There are three peculiar differences however:

A. They do not produce funds
B. Units on top of them are hidden outside fog
C. At the beginning of Day 2, all Ground and Air zones turn to Plains, and Sea zones to Sea.

These terrain types would allow for a new type of game, similar to predeployed maps, except the players get to customise their forces. The hidden units prevent subsequent players from reactionarily countering the units placed by the player who went first. Starting funds can be used to control the size of the deployed armies, and normal deployment properties can be additionally placed as preventionary measure against stalemates.


Last edited by Narts on Fri Jan 18, 2008 5:51 am, edited 2 times in total.

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PostPosted: Fri Jan 18, 2008 4:50 am 
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I've always thought that allowing customised predeployeds is fun. I used to do it with some friends on the cart - we'd have 200000G to spend on our army during the map editor. TBH, a system like this would be much easier instead of having specific buildings then them turning into plains or what not. So before the match begins, you can spend a certain amount on units, then place them within 2 spaces of an owned property maybe.

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PostPosted: Fri Jan 18, 2008 4:58 am 
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Yeah you can do it like that, but it's cumbersome without any kind of automation. That's probably why not many people do it. Also how would you deal with the second player knowing what units the first player deployed? That's a pretty huge advantage there and I don't think mere FTA is enough to counterbalance it.


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PostPosted: Fri Jan 18, 2008 8:09 am 
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Definitely interesting... and it would open up some new options.
And nice sprites too XD

Can't see a reason to nay it, either ( though some might disagree )

[lol option argument ]


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PostPosted: Fri Jan 18, 2008 12:28 pm 
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I think it would be very cool.

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PostPosted: Fri Jan 18, 2008 4:34 pm 
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I like it! But I don't think a piperunner can be build on a Ground Deployment Zone. Maybe pipe units need their own deployment zone too?


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PostPosted: Fri Jan 18, 2008 9:05 pm 
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Why not? You can build piperunners on bases (and cities if you're Hachi). Just deploy it on a ground zone adjacent to a pipe and it should be able move on there.

Just one relatively unused unit having its own zone type would be rather silly.


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PostPosted: Fri Jan 18, 2008 10:24 pm 
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I agree with that, but the problem with piperunners deploying on a ground zone is that if a ground zone isn't adjacent to a pipe and you deploy a piperunner on it, then the piperunner will be stuck on the grass next day!


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PostPosted: Fri Jan 18, 2008 11:15 pm 
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Then don't


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PostPosted: Sat Jan 19, 2008 12:59 am 
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Yay based on sprites.

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PostPosted: Sat Jan 19, 2008 9:24 am 
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hey what about...
iff the piperunner ends up on a plains tile when the game actually begins, then it is destroyed

[ that'll teach 'em to try and have land-leships ]


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PostPosted: Sat Jan 19, 2008 10:45 am 
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If you put something that goes on rails in a plain it won't explode.

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PostPosted: Sun Jan 20, 2008 7:48 am 
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Yay for turrets...

<_<

>_>

Now stop stealing my top secret campaign ideas...

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