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The Century Game [1.0]

PostPosted: Tue Jan 26, 2010 7:07 pm
by Mad-elph
Okay here is a draft of an idea i had. It consists of 100 places, everyone has a lane they start out in.
Gaining a lane gets you a bonus of + TBD.
Outside the lane are bonuses of + 2 , they will be neutrals 2 forces strong
The ends connect to allow for attacking your opponents weak side.
Want to add an auto deploy of 2-5 (dependent on your suggestions)
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Original Draft
Image

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New Draft
added an angle and like the way it is presented, but I know I need to fine tune the graphics of it. I like the curve and would continue with the curve but make it more than a quick distortion of the draft.
Image

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Numbers

I went a little crazy with neutrals as was pointed out below. This is a toned down version, but it can still be revised. My idea is that people are more likely to head the shorter way, if they want to break out, but then they would be facing those who are also heading the shorter way, as the longer way has an extra 5 to break through. This will make it turn into a 4 way fight for the each side, you could sit back or rush out, but generally it would balance as those who rush out could get more than one bonus.
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Re: The Century Game

PostPosted: Tue Jan 26, 2010 7:16 pm
by Industrial Helix
uh... well, I'm not to keen onit because I prefer conquer places. Well, representations of them.

Re: The Century Game

PostPosted: Tue Jan 26, 2010 8:56 pm
by Mad-elph
Industrial Helix wrote:uh... well, I'm not to keen onit because I prefer conquer places. Well, representations of them.


Valid, I enjoy them too. I know there are a few off the map options out there. I love map based action. I just had a thought and wanted to run with it. Again I have a few more, one is map based, but I wanted to do some research on it before I run it up the flag pole.

Re: The Century Game

PostPosted: Wed Jan 27, 2010 10:07 am
by Rih0
The idea isn't bad, but you will need to adding more special gameplay to it. You could make it as a maze, with bombard towers and special bonus areas.
Oh, and also: improve the grafics a lot.

Re: The Century Game [Update]

PostPosted: Thu Jan 28, 2010 12:43 am
by Mad-elph
I'd like to know what you think of my new draft

And the way the neutrals increment. I like the balanced one. As it forces 4 going one way and 4 the other. Now if you are in a quads game, it would mean the team could work together towards the end and pool there to hit, or other options..

Thanks in advance

Re: The Century Game [Update]

PostPosted: Thu Jan 28, 2010 1:11 pm
by MarshalNey
What I Like:
Contest Theme.
Something about the name and idea appeal to me; I'm not sure why exactly. Maybe I can see some kind of "Running Man" or (cough) "Jumanji" aspect possible. I think a dark-humor sort of Gameshow or board-game idea might set it apart from the CC board-game maps like Conquer 4 and Crossword.

Updated Draft.
Your updated map looks like the start of something good. The spaces might be a little too squished in the middle, but it has a very swept-line "TV gameshow" look that I think takes it in the right direction.

Thematic Gameplay Possibility.
You've set players up in lanes, which sort of creates the idea of a race (like Circus Maximus). You've got a basic tagline for the goal- taking groups of ten. And you've got a bonus spot at the end, which is sort of like a bonus round at the end of a contest. All are elements that can be expanded upon.
And of course, the idea is relatively simple, which is always a good basis for a game.

Critique:
My Prejudice.
Hmmm... I should start out by saying I'm not a fan of Feudal War, Pelopenesian War, Treasures of Galapagos, etc.- maps that begin with tons of neutrals in stacks of 2 or more.

The problem with these types of maps is that they are essentially builder maps with only a few strategic options- you essentially either try and scramble for more goodies from neutrals, or build up a monster stack and wait to pounce on someone trying the former strategy like some kind of trapdoor spider. Interaction with the other players is fleeting and usually devolves into a game of push-shove in which dice play a big part.

Or, to put it succinctly, it's one big luck-fest.

This can happen on other maps of course, but it becomes very distinct on the neutral maps for three reasons:

1) Large neutrals stacks (4 or more) must be conquered in order to move about the map. Actually even 2-stacks can add in a wild element, but 4 or higher statistically speaking is the breaking point. Players can have wild success or complete defeat, and have no other option but to beat their heads against those walls until they break.

2) When players do meet each other, their lanes of attack are very restricted. This accentuates the push-shove tactics that usually involve no deeper strategy than to wipe out the vein of 1's that your opponent(s) has strung out in order to meet you.

3) Neutral values are known to map veterans and not to novices. Rarely do novices even know enough to view the Foundry topic that outlines if a neutral spot will have 1 or 10 or 70 (stupid AOR maps- :evil: ) on it. So, map novices are mostly wandering around hoping that they don't smack up against a big stack.

Your Map- And My Prejudice.
Your current idea, unfortunately, actually makes all of these things even more pronounced. By completely restricting movement to only the left or right, and leaving players no option but to pit themselves against huge neutral stacks, the map in my eyes is little more than a game of craps.

I see the cute thematic element of having neutral stacks count up to 10, but a 10-stack of neutrals that you have to go through... ugh, no thanks.

Suggestions:
Expand Strategic Options and Goals.
I know I said I liked the simple gameplay way at start, but straightforward rules are different from limited strategy. I think that this map needs to give the players more breathing room- either more terts to start, or more directions to move, or maybe special spaces like suggested earlier (bombards, warp spots, killer neutrals, leapfrogging, etc.).

Here's a layout I'd be happier with for instance:

+ -- 4 -- 3 -- 2 -- 1 -- A -- A -- 1 -- 2 -- 3 -- 4 -- +
+ -- 4 -- 3 -- 2 -- 1 -- B -- B -- 1 -- 2 -- 3 -- 4 -- +

... and so on

If each space allowed something different- like lane-jumping or bombardment- then players would have more choices to make. Also, players would have a faster start and a more realistic chance of interacting strategically.

Enhance the Theme.
Whatever direction you choose to go with the map, a stronger thematic element will help guide your gameplay and its look.

That's all I can think of now, but I hope you continue to refine the map. Like I said, I can't put my finger on it but I think there's some real possibility here.

Marshal Ney

Re: The Century Game [Update]

PostPosted: Thu Jan 28, 2010 4:26 pm
by Mad-elph
MarshalNey wrote:What I Like:
...
Critique:
My Prejudice.

The problem with these types of maps is that they are essentially builder maps with only a few strategic options- you essentially either try and scramble for more goodies from neutrals, or build up a monster stack and wait to pounce on someone trying the former strategy like some kind of trapdoor spider. Interaction with the other players is fleeting and usually devolves into a game of push-shove in which dice play a big part.

Or, to put it succinctly, it's one big luck-fest.

....

2) When players do meet each other, their lanes of attack are very restricted. This accentuates the push-shove tactics that usually involve no deeper strategy than to wipe out the vein of 1's that your opponent(s) has strung out in order to meet you.

....

Enhance the Theme.
Whatever direction you choose to go with the map, a stronger thematic element will help guide your gameplay and its look.

That's all I can think of now, but I hope you continue to refine the map. Like I said, I can't put my finger on it but I think there's some real possibility here.

Marshal Ney


You are very right, I did go a little mad with the neutrals, and it does turn into too much of a luck-fest. I will tone that down exponentially. As for Lane jumping, I will avoid that entirely. But I do think the inclusion of bombardments is a good idea.

I am still sitting on the fence on a few ways to go and once I get some internal direction i will connect back here. But thank you so much. Your guidance is very welcomed. cheers.

Re: The Century Game [Update]

PostPosted: Thu Jan 28, 2010 5:36 pm
by Rih0
I was taking a look at your update, and then I thought, why don't you do a coliseum themed map? or something round. And instead of 2 warps, why not just one, conecting all endpoints. Oh and more 1 thing:

If you keep your design style, the strategy will be to stay in the starting point geting more troops, and then blow out, but then, the gameplay won´t be worthy with diferent straegies. So there are three options:

1. Keep your own map.( If you like, and the other players also like it, there's no reason to change it )
2. make towers, or any other territory, that can assault all places, but not conquer
3. make small bonuses, as you advance outsider, like: +1 for each 2 territories inside your starting hall, or something like that

Re: The Century Game [Update]

PostPosted: Thu Jan 28, 2010 6:40 pm
by Mad-elph
Rih0 wrote:...
Oh and more 1 thing:

If you keep your design style, the strategy will be to stay in the starting point geting more troops, and then blow out, but then, the gameplay won´t be worthy with diferent straegies. So there are three options:

1. Keep your own map.( If you like, and the other players also like it, there's no reason to change it )
2. make towers, or any other territory, that can assault all places, but not conquer
3. make small bonuses, as you advance outsider, like: +1 for each 2 territories inside your starting hall, or something like that


Valid points. If I decrease the given auto deploy this would lessen that build-up potential. But seeing as how it is a row of 10, people will need to go outside their row to get more than 3/turn. Given that they will need to wait many turns before they can comfortably move out of their lane to hit someone else with decisive action enough to kill them I doubt people would just sit back with one army. The way I am hoping to have it go is that people wil gradually head the shorter path out, and get the bonus, this will prompt other to move out as well. Half the map would go the one way, the other half the other. But some could choose to go the longer way, and cause some chaos for others. Think about it this way. If you get out first, then you can take not only the bonus at the end of your row, but you could take all the others aswell.

Also what if I made the two in the bottom corners +5 or something, tempting you out more? Power spots that can be attained from both sides and defenseless. But if its a teams game, they would be the most important place to go.

Re: The Century Game [1.0]

PostPosted: Fri Jan 29, 2010 7:41 am
by Rih0
yeah, I understand your point, but then, the bonus must be very well thought. Also, what's the thing wih those 4 wheels up there? they seem strangely positioned.

Re: The Century Game [1.0]

PostPosted: Fri Jan 29, 2010 4:20 pm
by Mad-elph
Rih0 wrote:yeah, I understand your point, but then, the bonus must be very well thought. Also, what's the thing wih those 4 wheels up there? they seem strangely positioned.


The wheels were just for fun... I was sick of a basic background and my mind went somewhere