Waters of Contention
Yeah, I was thinking that perhaps people don't click on that tab to open the 'player created' maps.
I see your point Sphynx, but, I don't see how a scenario where the player is disadvantaged due to the hypothetical alteration negates the potential benefits the alteration may provide in another sort of scenario. Every game mechanic of this nature provides benefits and disadvantages. To say that a suggested alteration to a particular game mechanic is not worth consideration because it may also provide a disadvantage is simultaneously proving my point that the current mechanic ought to be looked at because it has its own disadvantages, as demonstrated in the example scenario. But this is demonstrative of a fundamental flaw in your powers of reason and logic rather than an argument for or against an alteration to the transport system.
I considered an advanced function where these particulars can be hand picked by the player, as an option when sending a transport on a mission, where if the option is not opted for, the 'default' mechanic is initiated. This would provide a further advantage to the more 'experienced' players, and, despite the benefits it could provide to the game, is outweighed by the negatives associated with its complexity.
But that said, I'd be ok with dealing with this complexity, but I do think it could also be an unfair advantage.
So if the system changed entirely, would it be better or worse than the current system? There is no way to find a definitive answer because it really depends on individual playing styles, but, if the system was different, odds are that Anap's capital would have burned to the ground while I sat back and sipped his blood from a wine glass, instead, he is dying slowly while I throw the game to Cadesues just so I can watch Anap burn from the front lines.
So, this is the current system for a particular troop movement scenario, as far as I can tell. If you move a transport to a sea zone that is adjacent to two territories, and try to pick up one unit from each territory then land them both on another, if one of the units is attacked on land, or blocked by air, it will obviously not be picked up, but also the 'mission' of the transport is aborted - it will not carry the piece it did pick up and to the drop off point, even if the point is a third adjacent territory.
I think it would make sense for the transport to perhaps stay still for a turn if unable to lift a piece that becomes blocked on land, or perhaps to immediately skip to the next move in its queue, but, to certainly carry out the rest of its mission even if a piece on land was blocked.
That's a shame, I was working on a map that was going redefine battle-forces as we know it.
Yeap, all fucked up.
Jacob, that reminds me of something I read by Orwell: http://orwell.ru/library/articles/cigar/english/e_cigar
$20 for x amount of hours of intense mental engagement definitely seems like a pretty good trade.
Regardless of the lack of interest in this game, it has a niche. As far as I've found there is no other game offering this particular sort of tactical diplomatic experience. It simply needs to be put forward to more people.
One thought I had as to why this game has not been marketed to a wider audience is because the creators made it to play among their circle of friends, and have no greater interest in attracting more numbers, just a small amount to cover costs. There are a few holes in this theory, but it still baffles me that such a niche game that I know for a fact would appeal to many people does not receive more attention. The only reason for this currently is that it is difficult to come across.
Put it forward to steam! You'll make plenty of money and attract a huge player base.
One recommendation I have is http://store.steampowered.com/
There are many strategy games on there, and many that began as browser games. People aren't too into the 'pay to play' approach, even though it makes sense in the context of Battle Forces currently, but you could sell this for say $5, and get hundreds of people signing up.
It seems as though there are very few players active, far fewer than pre-beta, I'm struggling to keep an active game.
Mateusz, you seem overly controlling. I dare say this behaviour is prevalent in your day to day life as well. Loosen up man, or I'll target you in game until you block me for beating you too often.
War has no rules, only guidelines. You can't take the world over from a plastic coated couch, you need the velvet cushions against your bare ass cheeks to feel alive. If you are foolish enough to find yourself in a situation where you are targeted by two people, or form a truce that is broken it's your own fault. Welcome to diplomacy children.