ENTRIES CLOSED - Ideas for ESG 03

Strategy, feedback, or anything SUBTERFUGE-related
Thu Dec 31, 2015 10:38 pm

  • blanc wrote:
    mathwhiz9 wrote:Cross Country Battle
    All subs that are sent must be sent from one outpost. Whichever outpost your queen starts at will be your launching pad, and subs may only come from that outpost. Since the queen always starts on a generator, you'll have to get all your driller back there quickly to start expanding. Queen is not allowed to move.

    Potential extras: specialists can move freely between your own bases, but not at other players bases. Same could go for drillers if you wanted.

    Science: you would have to decide whether or not to pull drillers back to the queen. If you bring them back, another player may be able to take the base before you can reinforce it.


    Dude, this will make alliances way too powerful, all I have to do is get a 3 way alliance and we send all our subs at one person's queen.
    The Queen cant move, so she's done.

    Then the next person and so on and so forth

    Alright, queen can move but if and only if she will die within 12 hours. Outpost sending changes too
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    mathwhiz9
     
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Thu Dec 31, 2015 10:49 pm

  • mathwhiz9 wrote:
    blanc wrote:
    mathwhiz9 wrote:Cross Country Battle
    All subs that are sent must be sent from one outpost. Whichever outpost your queen starts at will be your launching pad, and subs may only come from that outpost. Since the queen always starts on a generator, you'll have to get all your driller back there quickly to start expanding. Queen is not allowed to move.

    Potential extras: specialists can move freely between your own bases, but not at other players bases. Same could go for drillers if you wanted.

    Science: you would have to decide whether or not to pull drillers back to the queen. If you bring them back, another player may be able to take the base before you can reinforce it.


    Dude, this will make alliances way too powerful, all I have to do is get a 3 way alliance and we send all our subs at one person's queen.
    The Queen cant move, so she's done.

    Then the next person and so on and so forth

    Alright, queen can move but if and only if she will die within 12 hours. Outpost sending changes too

    That ruins the simplicity of the rules. I think it should simply be: 'Subs may only be launched from the outpost containing your queen.' (this includes specialists). Or a slightly more complex variant: 'Subs containing drillers may only be launched from the outpost containing your queen.'
    Kings aren't OP

    "Imagination is more important than knowledge"
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    tw2000
     
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Sat Jan 02, 2016 1:19 pm

  • No Specialists

    Exactly what it is. Driller vs driller, no more no less
    Loki: I have an army!
    Tony Stark: We have a Discord.

    Earth's Mightiest Discord Server!

    A new challenger appears! Come join the revolution!

    P.S. Those are actually 3 different links!
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    mathwhiz9
     
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Sat Jan 02, 2016 4:03 pm

  • Charitable warfare 2: everyone is allowed to claim one outpost from another player. And a player only has to give up one

    Ally lottery: All alliances will be decided randomly, and periodically through the game the players will get jumbled up into new ones also randomly
    Last edited by zerashi on Sat Jan 02, 2016 9:03 pm, edited 1 time in total.
    zerashi
     
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Sat Jan 02, 2016 8:48 pm

  • After reading these, my interest is auctioned hire. It sets a value on specialist: are drillers more important than the best possible specialists? The idea I really like is you have to resign if you own only one outpost, especially if it's a factory. You guys all have really interesting ideas, and I'm not gonna pick on the ones I don't like because they are creative. Good thinking all around
    kingtwyf1
     
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