June 11th, 2013, 19:30
(This post was last modified: June 11th, 2013, 19:31 by pindicator.)
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(June 11th, 2013, 19:21)SevenSpirits Wrote: (June 11th, 2013, 18:42)pindicator Wrote: Morale gives +1 move but if you gain the promo with your movement used up then your mivement stays used up.
If morale let you move 20 railroad tiles or let you disembark + move every turn then it would be intended design. But this isan exploit/bug of midturn promotion.
And you can't tell me you aren't also getting the same sense of ironic role-reversal feeling that i am. Uncanny...
I'm not, but I think it's because I don't know how you think it should work.
FYI, in pbem19 we never got him down to 0 movement points. The reason it was relevant is that railroads always take 1/10 of max MP to move. So using morale before starting movement actually wouldn't allow us to move farther.
Oh! I guess one way it could work that would make sense and satisfy you, would be if the same proportion of your MP stayed used before and after taking the promo. So you couldn't get MP back after getting down to zero, and you couldn't move extra tiles over railroad by promoting mid-move. This has some appeal, for sure.
My preference is for the way it is, because it's less complicated. It does what it says: +1 move. Not, +1 move unless you've already spent some movement points, in which case +some unspecified fraction of a move. I also like the tactical options it provides.
Ah, I didn't get to read the whole post, but I assumed you went down to zero. But regardless, getting a full 10/10 railroad movement for just promoting is very unintuitive. It would be intuitive if you got 10 RR movement per movement of the unit -- but you don't; every unit gets 10 RR movement regardless of its base move.
Why stop with what we've done? There are many other exploits available that we haven't touched on. Arguably this lets you load onto a ship, promote to morale, and then unload/attack off the ship all in one turn. You can move onto an unroaded oasis / plains forest hill, promote, and attack/move off. Never mind that both of those tiles take up more movement than your unit gets AFTER promoting and you'll not be able to do that again with the same unit; you can do it one that one turn simply because you held onto the morale promotion.
Why should just the act of promoting to Morale give you new movement where you wouldn't have it otherwise? That makes no sense to me.
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Wow, I just WB tested the Load to Ship -> Promote -> Unload thing. It works. That is mind-boggling.
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And if you play it right, you get Nav2 on the ship, plus 10xp on the attacker.
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(June 11th, 2013, 19:34)pindicator Wrote: Wow, I just WB tested the Load to Ship -> Promote -> Unload thing. It works. That is mind-boggling.
Hehe. You could galleon-chain a unit all the way around the world and then attack with it!
Btw, for future reference, I believe we moved the tank 9 tiles along rails (0.2 moves each since it's a 2-move unit, so that its max movement comes to 10 RR tiles), leaving it with 0.2 movement points. Then promoted to Morale - now it has 1.2 movement points left, but railroads cost 0.3 moves each, so it gets to move 4 more times. My recollection is a little hazy but I think that's what happened.
June 11th, 2013, 20:01
(This post was last modified: June 11th, 2013, 20:03 by pindicator.)
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What is the difference between doing this mid-turn Morale promotion and double moving someone with a unit? I'm having a hard time seeing it.
Edit: Now that I've finally calmed down from being pissed off about it (thank you scooter and xenu for helping me laugh about it!), I'm starting to more clearly think it through. And this mid-turn morale promotion seems a lot like giving a single unit a free license to double turn.
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June 11th, 2013, 20:08
(This post was last modified: June 11th, 2013, 20:24 by Oxyphenbutazone.)
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What's the differenve between moving 4 tiles and razing a city with a commando unit and doing the same thing with a double move?
IMO, one is an obscure game mechanic and the other is a clear exploit. Though, I can definately see how I would have a different viewpoint if I had just lost a city to it.
June 11th, 2013, 20:10
(This post was last modified: June 11th, 2013, 20:14 by pindicator.)
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(June 11th, 2013, 20:08)Oxyphenbutazone Wrote: What's the differenve between moving 4 tiles and razing a city with a cammando unit and doing the same thing with a double move?
IMO, one is an obscure game mechanic and the other is a clear exploit. Though, I can definately see how I would have a different viewpoint if I had just lost a city to it.
The difference is if you double move with the 4 tile unit then you would go 8 tiles to raze the city
Edit: This isn't about distance. This is about doing something that a 20-move unit couldn't do in 1 turn. An infinitiy-move unit couldn't have razed that city. Only by moving twice could you do it.
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I was thinking more about tactically using promotions as opposed to exploiting the idiosyncrasies of simultaneous turns.
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(June 11th, 2013, 20:16)Oxyphenbutazone Wrote: I was thinking more about tactically using promotions as opposed to exploiting the idiosyncrasies of simultaneous turns.
Okay, so you're okay with letting a GG become a free pass to double-move. If that's your stance, you're entitled to it.
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(June 11th, 2013, 20:18)pindicator Wrote: Okay, so you're okay with letting a GG become a free pass to double-move. If that's your stance, you're entitled to it.
I don't think he considers it to be a double-move at all.
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