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   Forums-->Ideas and suggestions-->

Capture the Flag


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AuthorCapture the Flag
when writing out that Stratego-idea this one came up:

PvP - Capture the Flag.

i guess the title says it all...

only problem i see are the flying/teleporting creatures, so maybe the flag should have a wall around it or something, so (all units?) the flyers/teleporters can't reach the flag untill that wall is broken down.
Nice idea. +1 ...except for how I interpret this as favouring range-based factions more.
well a knight for example could get his griffin in flag range, knock the wall down with bows and monks and crush all coming to get his flag with guards ...
Sounds like a very interesting proposal.
Surely shrews with attack and return would destroy??? They can just pick up the flag and leave with in it one turn.
Surely shrews with attack and return would destroy??? They can just pick up the flag and leave with in it one turn.

ahhh, how could I forget them...? you're right!

so edit for post 1:

only problem i see are the flying/teleporting/hit and run creatures, so maybe the flag should have a wall around it or something, so (all units?) the flyers/teleporters/hit and runners can't reach the flag untill that wall is broken down.
I interpret this as favouring range-based factions more.

the flag could be indestructible/have high HP? and/or have ranged defense?

well a knight for example could get his griffin in flag range, knock the wall down with bows and monks and crush all coming to get his flag with guards ...

don't know if that's your response to #1 or #2, but the turns it takes to do that depends on the strength of the wall, so that could be balanced out by tweaking the wall HP?
and then it would also be very hard for melee troops, 2 more points

1. shrews have attack and return not capture flag and return, that would just be moving and they wouldn't return, meaning defensive opposing troops have 1 turn to crush shrews...

2. what about wizards gargs in range then destroy wall with magic...steal flag and fly out next turn
2. what about wizards gargs in range then destroy wall with magic...steal flag and fly out next turn
Magic DE and Demon could do that too. Heroes deal high damage and high initiative units capture the flag.

The objective of the usual 'Capture the Flag' game is to capture the enemy flag and bring it back to your base. But that would be just way too unbalanced in this game with high speed, high initiative units like Shrews, Cerberi, Faeries, Griffins etc that belong to certain factions.
It might be fairer to give a handicap to whatever unit has taken hold of a flag (whether the enemy's or your own) - i.e. Any unit that has a flag has a movement range of 3 as long as that unit is holding the flag, and cannot attack other units on the field but can retaliate if they are attacked.
1. shrews have attack and return not capture flag and return

ah, yes. that's a better answer to post #5
thnx

I like that speed penalty idea, Switch
hero should also be unable to cast teleport spell on unit holding the flag...

ey but if we have shrews, cerberi, faeries, griffins, rocs for barbs?, and genies/gargs for wizard?, what would be the flag-stealing unit of the necro's? vamps?

if every faction has at least one high ini/high speed unit, it's not that[/unquote] unbalanced, perhaps?

not that it matters THAT much, the flag-holding penalty should be in it anyway... (or optional, would love to see two high ini players race each other.. quick battles and interesting strategies!)
(whoops, nice HTML-skills over there...)
how about royal griffin that dive to the flag, and dive again to take it back ?
It's simple, all stacks carrying the flag have speed 3 and can't use flying, teleporting (spells too), or diving abilities without dropping the flag. Basically the stack has to WALK at speed 3. I see no problems with the stack being able to use other abilities, spells, or attacks.

First the walls need to be broken down, then a stack needs to reach the enemy flag and stop there. Then next turn try to run back to their own base/flag. Walls can be passed by friendly stacks. But friendly stacks may not sit on their own flag.

The flag can be dropped with 3 methods:
1) Movement abilities such as teleport.
2) Purposely dropping it. The flag would appear next to the stack.
3) Getting killed.

If you kill an enemy stack who has your flag, then the flag drops down on the corpse. You will need to walk to and end your turn on that spot for the flag to automatically return to your base. The entire "end your turn on that spot" basically prevents stacks with hit and run abilities and for stacks to just run across the location while doing something else.
Edit:
But friendly stacks may not sit on their own flag.
But may not sit on their own base. This prevents players from blocking enemies capturing their flags.

Teleporting, diving, flying creatures can reach the enemy flag/base if the walls are broken down first.
erm. i may not understand why u r doing dis but
wldnt it be easier

just to put 200 hp for the flag itself?
like

kill flag, take flag and run home.
just to put 200 hp for the flag itself?
like

kill flag, take flag and run home.


For example royal griffins can just dive at and take the flag or gmbm can shoot the flag and sprites can fly in to take it.

Your idea would be great if the map is fairly large such as 3x the current length. But since the map is relatively small, capturing and returning the flag would be fairly easy without modifications such as walls, ability removal for flag carriers, and reduced speed for flag carriers.
Why not give each player 1 unit with 100 defence, 50% magic resistance, 10000 hp, 10 ini and 4 speed or something. And only those units can carry the flag
The issue I see, is that it would just be easier to ignore the flag and kill anything that gets too close to the flag.

Someone going to the flag will get within short range of enemy archers. Within melee range of the slow troops. They would just open themsslves up to get crushed. One stack dies with little cost to the enemy. In PvP you can't afford that. The best strategy would be to ignore the flag. That's not good for a capture the flag event.
i guess the title didn't say it all... :)

i see good arguments both for and against my idea... hmmm, hard to see now if the idea still holds up...

a couple of bones to throw in:

player or team that has the flag in possession for [xx] turns wins? (fast units get killed more easily, strong units need more time to reach the flag)

players don't have the normal (full) army, but a stripped down version, to accomodate this type of battle? (question then would be: which units get into play and which don't?)
The wall should have magic shield too .. then not easy for fireball to destruct them .. :) ^^ +1
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