capturin tcs - ANSWERED

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TheBluePhoenix
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capturin tcs - ANSWERED

Post by TheBluePhoenix » Fri Oct 30, 2015 9:16 am

I was thinking that suppose a player 1 occupies tc of player 2 who had built a structure (say barrack) and a castle for it . After loosing the tc, these structures remain under player 2. So what if we make a rule that the player 1 cannot build any structure/ castle for the captured tc unless he destroys 1 castle/ structure of player 2? This way one could check the other player's expansion. Other wise it becomes very difficult to re occupy the tc as well as destroy the structures and castles built against it(just my opinion)
How does this sound?
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Alexander82
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Re: capturin tcs

Post by Alexander82 » Fri Oct 30, 2015 10:12 am

it seems too tricky... and we can't, in fog maps, take count of how many tc,s/factories/castles a player have
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TheBluePhoenix
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Re: capturin tcs

Post by TheBluePhoenix » Fri Oct 30, 2015 3:27 pm

We dont have to. Simple rule- if you capture a tc , you can build a structure only after destroying 1 of the same player. Same for castle. If the player doesnot have any, or maybe less than max possible value then he is allowed to build else not
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ejm29
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Re: capturin tcs

Post by ejm29 » Sat Oct 31, 2015 9:29 am

I personally prefer it the way it is at the moment. I think this would get a little annoying after a while. :)

Stratego (dev)
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Re: capturin tcs - ANSWERED

Post by Stratego (dev) » Sat Oct 31, 2015 10:05 am

i agree, it would over-complicate game.

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