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Scripted events in games: 10/19/2011 19:01:55

The Duke of Ben 
Level 55
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This question is primarily for Fizzer, but someone else might have some insight.

Is it possible to make a change so that we can create scripted events in games, or change the way that some mechanics work?

Some examples of what I mean include:

All reinforcements coming from a certain territory, like a homeland.

Max number of troops that can be placed in a particular place.

One time army rewards at certain milestones, such as the conquering of a strategic location.


I think that such options would allow for a lot more variability in strategic games, which would have a very different feel. I don't know the technical limitations of such changes, though.

Thanks
Scripted events in games: 10/19/2011 21:22:40


Warbeard 
Level 47
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Yeah, that's a great idea. I used to play a risk variation with my friends like that. Where you could only start new troops in 1 area. (A factory or capital spot for example) Also, I would try and incorporate the idea of supply lines. If these are broken your army would either disappear or become useless somehow. But that would be a way different game than it currently is.

But what makes this game hugely superior over risk is that there is no default multi-attack. That made risk stupid.
Scripted events in games: 10/19/2011 21:52:12

Chamomile
Level 2
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Another idea: Fortified areas. Places that destroy more attacking armies than usual. Or places that automatically reinforce a certain number of armies per turn, basically bonus armies that are auto-deployed to a certain territory.
Scripted events in games: 10/19/2011 21:55:02


NoZone 
Level 6
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Sounds a lot like the mechanism that Axis&Allies (board game version) used. All the reinforcements you could afford were possible to be placed in your capital, but before other territories could be used as a spot to place new reinforcements, you had to invest in a 'factory' on that territory. Could be another card type. But it would really change the game. Careful testing on the maps would have to be done to ensure balance.
Scripted events in games: 10/19/2011 21:58:05


NoZone 
Level 6
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Oh I like the territory specific defense values. Basically you can make 'high ground' that way to introduce terrain. There'd have to be some other penalty though to balance it.
Scripted events in games: 10/20/2011 00:38:21


Richard Sharpe 
Level 59
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Limit the number of units allowed in a 'high-ground' which is realistic given the issue of area and solid footing.

Also have low grounds that are harder to defend to negate it somewhat.

Another one could be a movement penalty from a river or water crossing... only half the units get across on a given turn.
Scripted events in games: 10/20/2011 02:52:47


Warbeard 
Level 47
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It's starting to sound more like Axis and Allies Miniatures or one of those tile strategy games.
Scripted events in games: 10/20/2011 03:30:49

mathhs
Level 2
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Oi...
Scripted events in games: 10/20/2011 04:46:12


Knoebber 
Level 54
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Yeah I think one of the best parts of Warlight is it's simplicity, adding things like those mentioned above would imo be taking away from the spirit of the game.
Scripted events in games: 10/20/2011 11:50:39

Partizan
Level 2
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I think that in addition to the original message, areas bonuses should also allow to train troops only in that particular areas. So a bonus of seven from Asia cannot be trained in South America or Antarctica, for example.

Kamchak
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