- Joined
- Jan 11, 2010
- Messages
- 2,348
Basically is there anything that you have wanted to experience in a game that has not yet been implemented? Either here or elsewhere.
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Name: Trigger Regions
Purpose: Hold region(s) and the connections from other regions are affected (either connected or disconnected).
Example: Holding a key unlocks a door between 2 rooms or Holding a switch lowers a bridge and allows passage across.
Link to thread for specific discussion: not yet started
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Name: Adjacent Attacks
Purpose: A player can only attack territories that are adjacent to their starting territories at the beginning of the turn...Basically it means that you can only attack forward once...
Link to thread for specific discussion: not yet started
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Name: No Dice Games / Fixed Force
Purpose: No dice are used. All attacks/defense can be calculated based on probability.
Link to thread for specific discussion: http://www.majorcommand.com/forums/threads/332-Force-fixed-vs.-chance?highlight=fixed+force
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Name: Single player Team games.
Purpose: 1 player plays X team members...Allows the strategy of team games - but with 1 player (thus making 1v1 games a LOT fairer)
Link to thread for specific discussion: not yet started
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Name: Infected Neutrals
Purpose: Neutral regions grow and attack players. massive CC thread already started and discussed mechanics.
Link to thread for specific discussion: not yet started
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Name: Reinforce only movement
Purpose: can't attack this territory but can reinforce to it
Link to thread for specific discussion: not yet started
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Name: Vision Region Only
Purpose: can't attack but can see this territory (only useful in fog))
Link to thread for specific discussion: not yet started
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Name: Team Visible cards
Purpose: show the cards gained in the Log file for yourself/team members. (this way you don't have to use any UI space)
Link to thread for specific discussion: not yet started
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Name: Scenarios
Purpose: Map specific setups where players have any one of predetermined locations/bonuses and starting armies. Can be multiple setups based on number of players and teams
Link to thread for specific discussion: not yet started
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Name: Capitals
Purpose: Players pick 1 region they control in round zero. Then round 1 starts and the order is randomized to determine the starting player. Each player now has a capital region set for the rest of the game. No other player knows what it is until that player captures it. A player wins the game by capturing all players capitals and holding till start of next turn.
Link to thread for specific discussion: not yet started
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Name: In turn winning conditions
Purpose: Ability to win a game immediately once a winning condition is met (hold asia at any time)
Link to thread for specific discussion: not yet started
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Name: Conditional Autodeploy
Purpose: Auto deploy to specific region based on other regions-
Example: Hold all of asia and get +5 deployed on Antartica (if held)
Link to thread for specific discussion: not yet started
---
Name: Trigger Regions
Purpose: Hold region(s) and the connections from other regions are affected (either connected or disconnected).
Example: Holding a key unlocks a door between 2 rooms or Holding a switch lowers a bridge and allows passage across.
Link to thread for specific discussion: not yet started
---
Name: Adjacent Attacks
Purpose: A player can only attack territories that are adjacent to their starting territories at the beginning of the turn...Basically it means that you can only attack forward once...
Link to thread for specific discussion: not yet started
---
Name: No Dice Games / Fixed Force
Purpose: No dice are used. All attacks/defense can be calculated based on probability.
Link to thread for specific discussion: http://www.majorcommand.com/forums/threads/332-Force-fixed-vs.-chance?highlight=fixed+force
---
Name: Single player Team games.
Purpose: 1 player plays X team members...Allows the strategy of team games - but with 1 player (thus making 1v1 games a LOT fairer)
Link to thread for specific discussion: not yet started
---
Name: Infected Neutrals
Purpose: Neutral regions grow and attack players. massive CC thread already started and discussed mechanics.
Link to thread for specific discussion: not yet started
---
Name: Reinforce only movement
Purpose: can't attack this territory but can reinforce to it
Link to thread for specific discussion: not yet started
---
Name: Vision Region Only
Purpose: can't attack but can see this territory (only useful in fog))
Link to thread for specific discussion: not yet started
---
Name: Team Visible cards
Purpose: show the cards gained in the Log file for yourself/team members. (this way you don't have to use any UI space)
Link to thread for specific discussion: not yet started
---
Name: Scenarios
Purpose: Map specific setups where players have any one of predetermined locations/bonuses and starting armies. Can be multiple setups based on number of players and teams
Link to thread for specific discussion: not yet started
---
Name: Capitals
Purpose: Players pick 1 region they control in round zero. Then round 1 starts and the order is randomized to determine the starting player. Each player now has a capital region set for the rest of the game. No other player knows what it is until that player captures it. A player wins the game by capturing all players capitals and holding till start of next turn.
Link to thread for specific discussion: not yet started
---
Name: In turn winning conditions
Purpose: Ability to win a game immediately once a winning condition is met (hold asia at any time)
Link to thread for specific discussion: not yet started
---
Name: Conditional Autodeploy
Purpose: Auto deploy to specific region based on other regions-
Example: Hold all of asia and get +5 deployed on Antartica (if held)
Link to thread for specific discussion: not yet started
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