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Post by Elmak on Feb 14, 2007 15:51:47 GMT -5
Well seems like local combat only allows you the option of land exchanging or just exchanging cannon fire. It would be great if there is another option that would allow you upon winning against an attack to push the defeated battleminer away if there is an open sea of rust space available that would make him not adjacent to you. This would allow A to attack an idle B to push B away or A can attack a battleminer with lots of fallout away or even just so A can move. defensively this would be nice so that if B has this option on and attacked by A, A will be pushed away (if there is an open space) if B wins
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Post by Lynx Shaman on Feb 14, 2007 16:06:44 GMT -5
I like that idea. Although we'd need to find some reason why it wouldn't destroy any Glass buildings they had remaining, because without that, it then that could potentially be used as an 'extra damage' option.
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Post by Rasteroid on Feb 14, 2007 16:26:55 GMT -5
Yes, I like this idea too. I've been bandying the "push away" idea around for a while now, but it would be cooler if you had to win combat first. Thanks Elmak.
No immediate implementation plans of course, but it's on the list.
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vilhazarog
Diplomat
F)ight, F)ight, F)ight, P)arry, P)arry, P)arry!
Posts: 125
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Post by vilhazarog on Feb 15, 2007 17:58:33 GMT -5
I don't see what's the big deal with the extra damage to glass buildings if you manage to push them away. I mean, generally I'd rather have all my 50% glass buildings destroyed than get land exchanged.
You might want to think carefully about how this will be abused. I imagine what will happen is that factions will gather up all the idles for themselves. Also individual players might get herded into a faction so the entire faction can wail on them.
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Post by Elmak on Feb 15, 2007 18:45:38 GMT -5
hmmm currently you can still get trapped/herded easily by factions. SO I dont see any problem with that. If the factions herded the idles, well thats going to take a lot of effort and if they can do it I say let them
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Post by JCLazy on Feb 16, 2007 1:05:05 GMT -5
Make it attempt to force them into one of the three furthest away tiles from you:
1xx xxA xBC
If you're at 1, it tries to push him to AB or C. And so on.
If the randomly-chosen land is occupied, the push fails.
This means you'd have to wait for your vassalization to run out before you can attack to attempt a push again.
Pushing would destroy glass buildings as usual, but also cost YOU an additional 1 EUR after the combat, to set off the bomb. You don't need the coal (as that's used to dig the hole, and you simply use the impacts of your various munitions as the hole to set off the world-shifting nuke), but since it's a hasty post-battle set-off, the direction of the push is mildly randomized, and might just cause an "earthquake" (perhaps it'd break all 50% glass buildings regardless, since you DID spend an extra EUR you could have attacked with... and maybe make it damage the player "in the way").
This would remove the ability to easily herd players together, but allow you to repel those who are giving you extra fallout/etc. Of course it's not too hard for them to just move back, but... It's SOMETHING.
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elmak
Camel Herder
Posts: 3
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Post by elmak on Feb 16, 2007 12:28:42 GMT -5
JCLazy I like your idea How about defensively ? land push can be used to repel an attacker from staying close to your land after the attacker lose to you.
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Post by Lynx Shaman on Feb 16, 2007 17:36:31 GMT -5
I like the land push idea. Even if it destroys their Glass buildings, I'd still like it. It could allow people to fight their way out into the sea without having to sacrifice their land tile to do so.
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Post by Jemaat on Feb 18, 2007 7:36:44 GMT -5
Only if they were near the coast to start with (if you can't see the Sea of Rust, you're kinda screwed regardless).
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