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Jabberwock
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Wed Feb 13, 2008 9:41 pm

Coregonas wrote:Well in case ALL bonuses were eliminated... as Rafiki said....

Some fun :niark: could be lost.... And lots of rare problems sure will arise.

For example... Moving the ANV-HQ to (Winchester VA) from the Richmond Area with a 4 STR leader (Beauregard) will leave a reserve corps in Richmond halved in CPs + other maluses!

Oh dear -35% only for waiting well fed in a 8 trench in the capitol. :p leure:



trying to add my best ideas to solve this BUG. :coeurs:

Perhaps adding a VERY strong STRATEGY MALUSES could add a lot.

For instance -2 or -3 STR maluses!

Even Stonewall will end as a 2-4-4 :fleb: boring leader! Able to move a medium sized troop in the defensive but unuseful in the attack.


I'm glad you used Stonewall as an example. How could his status in the Shenandoah Campaign best be modeled? Corps commander within Lee or Johnston's extensive radius? Corps commander outside? Senior division commander?

One problem with penalties that are too severe is that they affect all versions of the game, unless they are made optional. A lot of players are using reduced radius mods, designed to address the static trench warfare that marching to the guns can produce. Mods should never a primary concern when considering rules changes, but they are a part of the community and quite often point the next direction for official game development.

I prefer smaller penalties, but affecting all the corps abilities. If for no other reason than I don't want to see another situation like the naval bombardment (or lack thereof) issue. If that is not enough to stop abuse, it can be tweaked towards more severity.
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Le Ricain
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Wed Feb 13, 2008 11:23 pm

Pocus wrote:The fix I'm considering is to not allow a corps commander to redeploy. Well you could, but it will lose his Corps attachment. Same thing when you abort the redeploy, so to prevent the exploit here too.



Pocus wrote:The choices are:
a) do nothing
b) remove corps status if out of range
c) give a penalty if out of range

(b) and (c) can perhaps only affect a human player, Athena don't use purposely cheap tricks anyway :)


Pocus,

To correct this gamey tactic, your first proposed solution does that without changing the game. The second list of possible fixes introduces some significant changes into the game. I guess it all depends on what you are trying to fix.
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arsan
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Thu Feb 14, 2008 12:29 am

I agree with Le Ricain.
I think the problem is more on some gamey use of the redeploy button than on how corps work.
Maybe not allowing any corps, (or army or division commander) to teleport would be enough.
Normal leaders could teleport where they wanted to and corps commanders could travel (like Longstreet on Chicamauga or Jackson on the Valley) by foot/train/riverine movement outside the army range like they can do now.
Just my 2 cents :innocent:

Coregonas
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Thu Feb 14, 2008 8:57 am

mmh

if a corps can not teleport...

the teleport / create corps / come back (and save the teleport use)

will not work at all.

Also... as a bonus

In case you need to teleport (in the same army HQ) as a corps is quickly needed, you can do... by turning the commander an independent one.
And adds another extra... you dont benefit from the previous turn bonus & gets the teleport maluses also.

As now it works... now we can teleport a corps a few areas... and nearly no maluses are really obtained, especially in defense (only a -1)

No more lots of "provisional" corps of the ANV in the misisipi :niark:

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Jabberwock
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Thu Feb 14, 2008 9:11 am

Coregonas wrote:mmh

if a corps can not teleport...

the teleport / create corps / come back (and save the teleport use)

will not work at all.

Also... as a bonus

In case you need to teleport (in the same army HQ) as a corps is quickly needed, you can do... by turning the commander an independent one.
And adds another extra... you dont benefit from the previous turn bonus & gets the teleport maluses also.

As now it works... now we can teleport a corps a few areas... and nearly no maluses are really obtained, especially in defense (only a -1)

No more lots of "provisional" corps of the ANV in the misisipi :niark:


Still ... nothing would stop the player from removing corps status, teleporting the **, then next turn teleport/unteleport the army commander to the same area to re-activate the corps.
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Pocus
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Thu Feb 14, 2008 9:51 am

Only independent leaders should be redeployable then (why everybody use 'teleport' grmpfttt ;) ).
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soloswolf
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Thu Feb 14, 2008 3:23 pm

French Generals can't teleport? ;)

As far as the term, I might have started it here:
http://www.ageod-forum.com/showthread.php?t=7574

:siffle:

I think it should continue to apply to service assets and HQ's as well.
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arsan
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Thu Feb 14, 2008 4:10 pm

There are a lot of trekkies around, it seems... :nuts:
I propose the redeploy button tooltip says "Beam me up, Scotty"!!
Much more intuitive! :niark:

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lodilefty
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Thu Feb 14, 2008 6:09 pm

arsan wrote:Three are a lot of trekkies around, it seems... :nuts:
I propose the redeploy button tooltip says "Beam me up, Scotty"!!
Much more intuitive! :niark:


My version:

"Scott me up, beemie. There's no intelligent life here." :niark: :siffle:

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Pocus
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Fri Feb 15, 2008 11:08 am

The redeploy order is now restricted to:

a) a lone leader without a corps charge
b) a lone army HQ, engineer, service asset.

I'm reluctant to go further against anti exploits, this would bother regular players for what is an optionnal rule. But I'm open to further discussions...
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Coregonas
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Fri Feb 15, 2008 11:16 am

I believe this is a very good solution for all of us.

So once patch will be upgraded -> Leaders with a Corp / Army command can move by rail, but not teleport!

And an unasigned HQ army can still teleport, that seems really ok for me... Useful for the Army - creation turn only.

The other way gave us too much tricky options.

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arsan
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Fri Feb 15, 2008 11:18 am

Looks perfect to me! :coeurs:
And what about the "Beam me up Scotty" tooltip :siffle: :niark: ??

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Jabberwock
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Fri Feb 15, 2008 1:13 pm

:hat: :coeurs:
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Le Ricain
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Fri Feb 15, 2008 7:38 pm

Coregonas wrote:I believe this is a very good solution for all of us.

So once patch will be upgraded -> Leaders with a Corp / Army command can move by rail, but not teleport!

And an unasigned HQ army can still teleport, that seems really ok for me... Useful for the Army - creation turn only.

The other way gave us too much tricky options.


A good solution.
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