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Roulette Table Map

Posted:
Sat Sep 06, 2008 4:50 am
by skeletonboy
Ive had an idea about a roulette table map, with terits on each number, the odd/even and black/red. At the start of each round a random number is picked and whoever owns that number get a few armies added to that terit. The continents would be holding a 2x2 block or all the evens/odds/reds/blacks. Its just an idea and I have no idea how to make it, so if anyone can give me any feedback it would be great.
Re: Roulette Table Map

Posted:
Sun Sep 07, 2008 12:01 pm
by docidiot
we must have seen the same tv show or something, because i was just thinking about this exact same thing. it seems like it would be an interesting map, and very easy to conceptualize.
Re: Roulette Table Map

Posted:
Fri Oct 10, 2008 6:09 pm
by panjsher
I like the idea (juventino had a similar idea which was scrapped) - though I have no coding knowledge. I came up with an idea for a roulette map myself with the gameplay as follows:
It would be a big map with mostly neutrals akin to Feudal War
The Wheel:
36 territories
The board
108 territories (all numbers plus territories between and on the corners and all the side bets)
Total of 144 territories
Players would start out on the wheel and the entire board would start out neutral (I was thinking just 1 neutral army on each). Each number on the wheel would share a border with the numbers directly next to it on the wheel and it's corresponding number on the board. However the Wheel could attack the board but not vice versa - one way attack only.
And bonuses would pay out exactly as they would in roulette. (For example if you had 30 armies on 7 and 7 came up you would get 35 x 7 armies.) I actually think it would take quite a bit of strategy unless someone got really lucky in round two when the wheel "spun" for the first time - but there would be a lot of ways to win beyond that - and a lot of ways to increase your odds.
To hedge against this possibility each number on the Wheel could be given an autodeploy of 5 each - with most of the Wheel starting neutral as well (neutrals being larger here)
How hard is it to program a roulette game? I have no idea - but i thought it would be fun.
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 1:54 am
by 9mm
I was thinking about this myself (as the wife is away in Vegas)... and its very doable.
With a great number of combinations which should make this a lot of fun.
The programming won't that big of a deal, don't get me wrong its more work than 4 nations (oceania) = 2 armies but what isn't.
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 2:25 am
by 9mm
Just a thought to get the ball rolling (so to speak).
The angle is too great... but thinking more about the gameplay rather than the image I found on the web.
- Click image to enlarge.

Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 2:30 am
by 9mm
Another thought is that you would have to hold the position PLUS the numbers to get the bonus.
ie. For the 2x2 bonus, there would be a position inbetween the 2x2 thereby creating 5.
If you want ANY bonus with ODD, you would have to have the ODD position. Same goes for RED, BLACK, EVEN etc
I don't see the wheel coming into play... but that just might be a limitation of the imagination.
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 2:36 am
by wcaclimbing
Making a bonus randomly happen on one territory and on random rounds can't happen with the XML.
So you wouldn't be able to do this part:
skeletonboy wrote:At the start of each round a random number is picked and whoever owns that number get a few armies added to that terit.
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 2:43 am
by 9mm
Another quickie map to get the hamsters running on that wheel.

A reprint of the words to the left.
In order to get any spoils, you must have the non-number position as well as the number position.
2x2 bonus. You need the center position plus the four surrounding positions.
Red bonus. You must have the red position plus a minimum of four red positions.
Similar for Black, Even, Odd, 12s, and 18s.
Zero’s 1
2x2 3
Black, Red, Even, Odd, 12s, 18s
4 positions 1
6 positions 2
8 positions 4
10 positions 8
All positions 12
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 3:19 am
by 9mm
Forgot to mention the columns... but similar to the rest I think.
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 3:21 am
by 9mm
I just ignored the random thing... as you said, it can't be coded and frankly if it could... I wouldnt want that in the game...
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 11:24 am
by drake_259
maybe ignore the in between ones you don't want to make it too packed
Re: Roulette Table Map

Posted:
Fri Oct 24, 2008 9:50 pm
by 9mm
But that is an actual chip position in Roulette.
It still is smaller than some maps.
Re: Roulette Table Map

Posted:
Sat Oct 25, 2008 5:42 pm
by Blitzaholic
I like the idea
Re: Roulette Table Map

Posted:
Thu Oct 30, 2008 8:48 am
by 9mm
Any thoughts on the bonus structure?
Re: Roulette Table Map

Posted:
Thu Oct 30, 2008 2:27 pm
by captainwalrus
I don't know much about the programing but
1) If you had the wheel so each player only controlled one number on it at the start of the game then you could have an extra bonus for controlling a number and any territory on the board that would win with that number.
or
2) you could do the opposite so you would try and get bonuses according to what numbers you have.
Map Idea

Posted:
Wed May 06, 2009 9:33 am
by jbrettlip
I have never made a map, and have no intention/skills to make one. However, I do have an idea that might be original and unique in gameplay. I proposed it to DiM about a year ago, but the engine wouldn't work on the gameplay then. I have no idea if it would now, but wanted to throw it out there and see what people think.
The idea is a roulette table. Everyone knows what this looks like, 38 numbered spaces (from 0-36, including 00). 6 others, that cover a third of the board each (horizantal and vertical) then a red/black territory, even/odd territory, and first 18/second 18 territory for a total of 50 territories.
The game play would be different in that at the start of the turn, a spin of the roulette wheel would pull a random number say, black 4. Black 4 would get 5 armies, the second level (third of the board, being the first 12 spot, and the first vertical column would get 3 armies, the black square, even square and 1-18 square would each get +1 armies. These would be paid REGARDLESS of who owned the territory. Then play and army ditribution phase would begin.
Thoughts on if this is possible and if anyone would like to take this idea?
Re: Roulette Table Map

Posted:
Wed May 06, 2009 9:38 am
by MrBenn
[merged]
Perhaps some combination of the wheel and table would work? Possibly with bonuses for holding the same number on the table as the wheel?
Re: Roulette Table Map

Posted:
Wed May 06, 2009 9:51 am
by jbrettlip
Sorry, Mr Benn....being a foundry virgiin I should have looked through for this idea.
Re: Roulette Table Map

Posted:
Wed May 06, 2009 9:54 am
by MrBenn
jbrettlip wrote:Sorry, Mr Benn....being a foundry virgiin I should have looked through for this idea.
Don't worry, I'll treat you gently

Re: Roulette Table Map

Posted:
Wed May 06, 2009 3:01 pm
by nagerous
MrBenn wrote:jbrettlip wrote:Sorry, Mr Benn....being a foundry virgiin I should have looked through for this idea.
Don't worry, I'll treat you gently

Brett likes plenty of foreplay before a ban stick is thrusted.