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Most users ever online was 88 on Tue Feb 05, 2019 4:25 pm
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» Commander Wars an Advance Wars Clone
Quick Move Mode for huge maps EmptySun Jun 23, 2019 5:14 am by Robosturm_

» Phantom Domain Discussion
Quick Move Mode for huge maps EmptyTue May 21, 2019 7:15 am by a9977321

» Advanced Strategy: Minimum Attacking Ratio
Quick Move Mode for huge maps EmptyThu May 16, 2019 9:05 pm by Everdan

» Advanced Strategy: How Much is First Strike worth?
Quick Move Mode for huge maps EmptyThu May 16, 2019 8:32 pm by Everdan

» Eagle T1 Map Archetypes
Quick Move Mode for huge maps EmptyThu May 16, 2019 3:03 am by Everdan

» Game Report: Zeronix (Everdan) vs Jay Embee (JJEmpire64)
Quick Move Mode for huge maps EmptyTue Mar 26, 2019 10:27 am by Everdan

» AWBW Site Layout Overhaul - Beta Version Available
Quick Move Mode for huge maps EmptyThu Feb 28, 2019 2:33 am by WalkerBoh

» Map Design Competition!
Quick Move Mode for huge maps EmptyWed Jan 02, 2019 9:02 am by Xmo5

» Idea: predeployed Mech on defense front
Quick Move Mode for huge maps EmptyThu Dec 27, 2018 11:48 pm by Master Knight DH

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Quick Move Mode for huge maps

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Quick Move Mode for huge maps Empty Quick Move Mode for huge maps

Post  IPS on Sat May 02, 2015 9:48 am

Would been a great idea for all these huge maps that every unit could move x2 squares than usual per turn whenever there is not an enemy unit on a radius of 30 or higher. Let's say some radius that fairly don't affect league matches but makes games on huge maps with few players shorter.

Also something could be considered in order to not be abusable this suggerence
1.- This does not work on units that have recently entered at that radius, meaning it would only be activated if the same unit had been in that radius atleast 2 consecutive turns.
2.- There would been a kind of "higher movement cost" for the closer you move to enemy within that aditional radius, more likely for fighters that can move 9 squares per turn. An example could been movement costs can variate from 1 to 2 depending how close a fighter is moving to another fighter with decimal movemnt costs such as 1.1-1.9 moves required to move on a square depending the closer you move to the enemy unit.  

That would make games on huge maps more friendly and more commonly hosted. It's true that none of these units are ballanced for 60x60 maps and maybe Quick Move Mode could help and would not change anything the fighting phase and would be less impactful the later the game is at.


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Quick Move Mode for huge maps Empty Re: Quick Move Mode for huge maps

Post  JakeSamiRulz on Sat May 02, 2015 5:00 pm

Or you can just have smaller maps?

I mean, large maps are a pain to play on anyway. I think smaller maps are better for making games quick and painless. I don't know, but this just seems to exploitable for my tastes.

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Quick Move Mode for huge maps Empty Re: Quick Move Mode for huge maps

Post  Xmo5 on Sat May 02, 2015 11:31 pm

I'm thinking the main advantages would be with terrain and production facilities/fronts.

A large quick-move game could allow for a scaled up version of a smaller map, but with more versatility with how chokey it is, etc. because a 1-wide mountain pass on a 20x20 could be a 3 wide on a large map if you kept it to scale, or just as thin if you prefer. As a consequence of enhanced "terrain resolution", there could be more fronts and/or wider fronts, with more options for creativity in terms of deployment facilities, enhanced by the higher funding and therefore greater number of bases/airports/etc.

I'll have to give this some thought.

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To the pessimist, the glass is half empty.
To the engineer, the glass is twice as big as it needs to be.
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Quick Move Mode for huge maps Empty big maps are great

Post  Blanci on Tue May 12, 2015 12:11 am

I played quite a few pretty large maps and they were great. I think we mustn't generalise too quickly. Perhaps the number of units is more important.. Too many bases and too many units can be too much clicking. However expansive maps can still have relatively few bases and consequently a normal number of units. . And its refrreshing to really get recons and other units to use their movement abilities .... Like driving your car in the open country instead of in city traffic jams.

And especially in fog large maps can means more options and can give lots of possibility for creative ideas.

The doubling move thingy ? Seems messy to implement, and really isn't the point of space to be spacious?
I like realism as it is simpler to remember the mechanism rules. Still it is good to debate eccentric ideas.


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Quick Move Mode for huge maps Empty How about automation and formation design?

Post  Darkenigma on Sun Oct 04, 2015 8:52 pm

In this map most of the players didn't keep up with it from the beginning, and England eventually gave up, leaving three players to take control of map. The two strongest players are Hachi, so there's as much units as one cold possibly build. If I could set the units on automated path everything would take much less time to do, but the hardest thing about moving so many units is moving and designing formations. If I could move my units, that haven't attacked yet, around as much I want within their movement range to find the best formation this would make things much easier.


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