New Special unit: Fortress: 2016-05-11 21:56:06 |
Fleecemaster
Level 59
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Hey!
Can we have a new special unit please (special units are like the commander)
Fortress: Cannot move Generates 10 income Doubles the attack and defence of all troops deployed there.
Thanks <3
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New Special unit: Fortress: 2016-05-11 21:59:23 |
Epicular
Level 46
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error: not on our current roadmap
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New Special unit: Fortress: 2016-05-11 22:04:09 |
madking321
Level 53
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Seems a bit OP
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New Special unit: Fortress: 2016-05-11 22:16:37 |
Fleecemaster
Level 59
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I don't think it would be OP, everyone would have one.
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New Special unit: Fortress: 2016-05-11 22:21:46 |
(deleted)
Level 62
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Uservoice it
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New Special unit: Fortress: 2016-05-11 23:50:49 |
M. Poireau
Level 57
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Why is this important?
(By the way, you could approximate this fairly closely by using a 1-territory bonus worth 10/turn and having each player keep a Commander in it.)
I have another way of making fortresses, which I use in my True Diplomacy templates, which is also fun - the only Warlight games I've ever seen which feature true-to-life sieges. :)
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New Special unit: Fortress: 2016-05-13 00:31:21 |
GeneralPE
Level 56
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f*ck off Warlight isn't about units, it's about armies and a few cards. Commanders are too much, don't encourage the fizzdog.
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New Special unit: Fortress: 2016-05-13 11:38:56 |
Hasdrubal
Level 61
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Instead of fortress, let it be CAPITAL. If it generates income, it should do so only for owner (once it is lost, it should have zero income for new owner, but old owner is eliminated).
About double attack/defense, I guess you asked that it works like 2 units for each unit stationed there.
Also, in commander games, it should need both CAPITAL and COMMANDER to eliminate player.
Just expanding your idea. ;-)
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