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Wicked
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Post subject: Control of flux points Posted: Sun Apr 13, 2008 6:22 pm |
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Joined: Sun Apr 06, 2008 12:17 pm Posts: 98
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I was just thinking a bit about flux points.
If player1 has a building close enough to a fluxpoint he/she gains control of it, even if player2 has a unit standing on that tile! Shouldn't the unit standing there make Player1 unable to control that tile? I mean you don't really control an area where the enemy have set up camp!
I believe it should be changed so that units standing on a tile controlled by another player should make the tile uncontrolled. Just like a tile is uncontrolled if two buildings of different owner has the tile in their field of view.
But that is just my point of view, what do you guys think? Do you believe it shall remain as it is, or do you wish for it to change to allow units the option to prevent control of fluxpoints?
~Wicked~
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Zwidar
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Post subject: Re: Control of flux points Posted: Mon Apr 14, 2008 1:29 am |
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Joined: Tue Mar 25, 2008 12:48 am Posts: 79
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I don't agree at all. For one it would make Galoms Prospectors ability pretty useless. It would greatly increase the effectiveness of Trunk Hermit, just play him onto the flux points on your opponents side, to negate them the first few turns of flux, thus granting you a few extra glory. Buildings also aren't as versatile as units they have to be placed strategically to hold control of tiles.
Could you also then control flux points with a unit? No buildings control the flux point, but a unit is standing there, so do you get control of it?
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Altren
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Post subject: Re: Control of flux points Posted: Mon Apr 14, 2008 12:44 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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Unit making flux uncontrolled is bad idea. Even building without control area cannot control flux points under that building. Games will be more random and fast because almost any round (if units in game) players will have different amount of controlled flux points.
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Wicked
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Post subject: Re: Control of flux points Posted: Mon Apr 14, 2008 3:39 pm |
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Joined: Sun Apr 06, 2008 12:17 pm Posts: 98
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Zwidar wrote: I don't agree at all. For one it would make Galoms Prospectors ability pretty useless. It would greatly increase the effectiveness of Trunk Hermit, just play him onto the flux points on your opponents side, to negate them the first few turns of flux, thus granting you a few extra glory. Buildings also aren't as versatile as units they have to be placed strategically to hold control of tiles.
Could you also then control flux points with a unit? No buildings control the flux point, but a unit is standing there, so do you get control of it? I believe giving units the ability to control tiles they are standing on would be a bit much. However I feel that putting them on a hex with a flux point would make them able to deny the enemy the control of that space; making it uncontrolled.
I don't believe that Galom's Prospectors would be any less useful than it is now, it will still give control of the tile to the owner of the Prospectors in that round.
I don't know how the trunk hermit works exactly, as I have never played one, but I believe that he has to be placed on a tile you can see. This makes it impossible to play him on a flux point on the other side of the map.Altren wrote: Unit making flux uncontrolled is bad idea. Even building without control area cannot control flux points under that building. Games will be more random and fast because almost any round (if units in game) players will have different amount of controlled flux points. Sometimes it is frustrating not to be able to do anything about the opponent's domination of the fluxpoints. If the units were given the ability to make them uncontrolled one would still be able to do something against an opponent who controls all the fluxpoints with his/her buildings. I agree that some games might be more random and fast, but others might be longer, and more fun for both parts. A close win makes you feel better than a landslide victory. You appreciate the way you played because you got out of a situation where you could have lost, thus you are able to enjoy the win more than you would normally do.~Wicked~
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Zwidar
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Post subject: Re: Control of flux points Posted: Mon Apr 14, 2008 6:16 pm |
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Joined: Tue Mar 25, 2008 12:48 am Posts: 79
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Quote: I don't know how the trunk hermit works exactly, as I have never played one, but I believe that he has to be placed on a tile you can see. This makes it impossible to play him on a flux point on the other side of the map. A Trunk Hermit, can be played anywhere. You don't need to see the location to play him to it. He's quite the good scouter.
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Wicked
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Post subject: Re: Control of flux points Posted: Mon Apr 14, 2008 6:54 pm |
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Joined: Sun Apr 06, 2008 12:17 pm Posts: 98
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Zwidar wrote: A Trunk Hermit, can be played anywhere. You don't need to see the location to play him to it. He's quite the good scouter. Hm... Seems like I might have to try a new unit in my next deck creation! ^-^~Wicked~
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