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[Discuss] Big Suggestion: Military region control

Alex Davies the1exile at hotmail.co.uk
Sun Jan 14 16:04:46 CET 2007


>From: "Eric Pigeon" <eric at safe.ca>
>
>Before I start, I know it's a big thing to add, especially after the 
>allegience
>refont... But it may be worth ton include...
>
>This may be the solution to the " who get's the wall" headhache ( if it's 
>still a pain).
>
>Create a " Get military control of region " option that shows under the 
>same condition a
>normal TO shows up.
>
>Basicly, a takeover, easier then a normal takover, resolve in 1 turn. Your 
>army take
>control of key military points (roads cross, Rrecruitement center and 
>forts) of the
>regions. Your mans get to patrol the street to prevent the locals from 
>being too mad.
>Every turn, a "rolls" happen to see if your man keep the control.

But with the advent of claims, this option would be far more effective than 
any TO - you lose 100 gold a week but get RC's, well then, what's the point 
really? Not to mention the damage it would do to the strategic aspect of the 
game if you could just control walls without taking the region.

--snip--

>Note: I'm really thinking of something easier then a normal takeover, but 
>not easy
>enough for a raiding party to get. Therocly speeking, the military control 
>could be keep
>as long troops are in there. Even of the army hasn't the power to create a 
>real takover.
>
>Comments?
>

Solution: TO the region. The occupying army already has their "military 
control", that's why they're the defenders (and can do stuff like use assets 
in the region, dig in etc.)

The1exile (AKA Sniperchief)

I had a mentor, "See the spoon, see the spoon" he used to say, but all I saw 
was fish.

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