| Author | Thread: Clan Allies |
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| Message #171 Posted: Apr 13, 2011, 3:40 pm |
My plan for how clans will work is something like this: - Other members of your clan would be considered "allies" - Allied units appear with "blue" dots on the map - Allied units pass through and aid one another exactly as if they had the same owner (eg, an ally's archers would give a bonus to your units as they attacked, etc) - If in the case that a clan member leaves, you could end up with an enemy unit in a hex with one of your units. Moving your unit out and back in again would initiate an attack as normal, but the attack score of a unit attacking another hex with a non-scout enemy in it would drop to zero (in other words, if you have an enemy in your hex, attacks from that hex would be effectively nullified) - Unit stacks that are mixed enemy and ally would appear with a "mixed" dot (1/2 blue and 1/2 red if it's your clan mate, 1/2 green and 1/2 red if one of your units is in there) - Units from an allied clan (that is, a clan that has been checked as "friendly" on whatever clan panel I end up making) would appear on the map with purple dots. - Units from an allied clan do not hinder movement of your units, but they do NOT add bonuses to your units (they are effectively considered 'clear' for all purposes except claiming a hex) - A mix of friendly and allied clan units would appear on the map with a "mixed" dot (1/2 blue and 1/2 purple, or 1/2 purple and 1/2 green if one is your units is in there) What are your thoughts on this arrangement? Kep |
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| Message #172 Posted: Apr 13, 2011, 5:23 pm |
All sounds good :) I like the idea of stacks. Create a stack and then move it as one unit - with max hex move of the slowest unit in it. Maybe there would be a 5 ticket cost to form as it could be quite a time saver. Would be nice if clan members could donate units to a stack that was was controlled by who ever owns the first unit in the stack. |
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