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Lets try this ??

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Lets try this ??

Postby HardAttack on Fri Oct 10, 2008 4:27 am

hello fellows,
i wud like to know what bounds do we have while thinking on a new map ?
i have an idea about a map, in which there will be resources such as petrolium, gold, silver and any resource pairs maybe which are gonna be convertible to money in each or a few turns (here it is just an idea right now but wud be named later) then money can be casted on two or three thypes os units which has different capabilities. Lets say units are horsemen, private, and maybe third one is a cannon. There we have private is only capable to hit adjacent regions, where horsemen is capable to hit adjacent regions + the regions which are adjacent to those... 2 level of neighboorhood can be bombarded by horsemen. The ones who play waterloo will know what i say. And finally the cannon can bombard 3 level neighboorhood. Of course their costs are different. Lets say a priavte costs 20 bucks where a cannon is 50...
Any player in the game will take +40 bucks at the starting of any turn... The resources aer additions and are going to convert in money and will be added in the player's cash box. Therefore is important to go for them as well. Map wud loook like somthing, i duunno yet, but idea seems to be sweet to me.
I want to hear from you ppl about this. Lets talk a bit.
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Re: Lets try this ??

Postby foregone on Fri Oct 10, 2008 4:50 am

The maps and features in the maps are limited by the capabilities of the XML. See the XML tutorial to get an idea of the current capabilities.

The bonus pairing shouldn't be a problem (if you mean it to be like AOR) as this really just amounts to "continents" which you set up. But you can't really make different kind of armies, just territories. You may want to look at the Research and Conquer map currently in Drafts as it uses the current XML to try and get a very different type of gameplay.
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Re: Lets try this ??

Postby HardAttack on Fri Oct 10, 2008 5:32 am

foregone wrote:The maps and features in the maps are limited by the capabilities of the XML. See the XML tutorial to get an idea of the current capabilities.

The bonus pairing shouldn't be a problem (if you mean it to be like AOR) as this really just amounts to "continents" which you set up. But you can't really make different kind of armies, just territories. You may want to look at the Research and Conquer map currently in Drafts as it uses the current XML to try and get a very different type of gameplay.


what do you think about placing 3 circles in each region instead one.. Square for cannon, triangle for horsemen, and circle for private...
This can be achieved but the money thing is somehow complicated. Finally this is an idea with the hope of opening new possibilities. Wud be so hard to implement maybe, no idea. Yes similar to AOR, but more enriched. Lets say gold mines we have, giving additional +5 bucks in any turn, and represented with some mine like shape on the map with gold color. Same for silver mines, but now color is silver. The land which occupies these resources are not different from others except these shapes there are in . Silver mine can be adjusted to put +5 in not every turn but in 2 turns maybe.. The idea is from not only one source but from a few sources and combinations of all. AOR and waterloo combined with warcraft like games. Even farm regions might be added. Great work it might be if it comes true and will be tottally different kind of playing exprience in risk platform. Wars are gonna be held as it is in conventional risk manner.
ty for your concern foregone... :)
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Re: Lets try this ??

Postby iancanton on Fri Oct 10, 2008 7:13 am

HardAttack wrote:what do you think about placing 3 circles in each region instead one.. Square for cannon, triangle for horsemen, and circle for private...

u can almost have money: armies are ur currency. u can create a somewhat similar effect of being able to choose ur method of attack by having territories that all consist of three parts: land, horse and cannon. land is normal and can attack adjacent land territories directly or more distant ones through its own horse or cannon, both of which are occupied by killer neutrals. horse might have 3 killer neutrals and cannon 6 killer neutrals, to account for the different cost of each type of distant attack. after a territory's horse or cannon has been conquered, the number of killer neutrals is restored at the start of the next turn.

HardAttack wrote:Silver mine can be adjusted to put +5 in not every turn but in 2 turns maybe..

bonuses must be every turn, not every two turns.

ian. :)
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