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city defense v1

PostPosted: Mon Oct 26, 2009 4:45 pm
by killed2
hey guys, im totally new at this... I was just kind of wondering if you'd like this idea...

there is a defender and an attacker. the defender starts with the city, and the attacker starts with a large territory area, and he starts with x number of that area.
he has to "break camp" in which he needs to defeat one of the 6 or 7 territories with x number of troops on them
after this then each of said territories would turn to ones. there is a number of special areas that get auto deployments that can bombard (and be bombarded) to/from the city walls. they would be like the "forge" and the "workshop" or similar. the defenders job is to get a to set location on the map that has x number of troops on it. once the defender has this location, he must keep it for x amount of turns. once he has kept this territory for x number of turns, then he would win the game. the attackers job is to hold the city "capital area" that gets an auto deployment of 5 per turn. he would have to go through the main castle gate that would start with x number of troops on it. the defender would be able to leave through a side gate that the attacker cannot pass through. the defender would then have to assualt the "camp" that is said territory that the defender must hold for x number of turns. it would have only small defenses around it, for ill tell you why: the nuetral "borders" of the camp would turn into the attacker's territories and would start with x number of troops that could only be used to assualt the camp. the camp itself would not get an auto deployment, as to make the game fair for the attacker.

there is a city with walls, turrets, and everything... each turret would get an additional auto-deploy of 3 per turn. each wall area would start as the defenders troops, but would not get bonuses to turn. the turrets would start as nuetrals with x number of troops on them. there would be a main gate that has a large number of nuetrals on it to begin. there would also be a side gate that the defender could use and the attacker could not. the defender would use this to get to said area that he must hold to win. the city would have one or two "farms" scattered around that would get an auto-deploy of 2-3 a turn. these farms would, of course, be able to auto-deploy on the enemy as well if the attacker were to control one of the farms. the turrets would be able to bombard to the outside of the wall, but not directly attack. the turret would be able to attack up to 2 country distances away. there would only be 2-3 turrets in a game. this game would be possible to play with either 2 people (1v1) or 4 people (2v2) it would not be able to have 4 players in 1v1v1v1, as 2 players would have to start out in the city, and only one of them would be able to keep the "stronghold" of their city, which is the area that the attacker must attack and hold for one turn to win.

If there are any questions or suggestions or complaints ar absolutely ANYTHING about this idea that you would like to tell me, then please feel free to post. I will try to answer all questions and complaints, and will keep suggestions in my mind, as I am very new at this.

Re: city defense v1

PostPosted: Mon Oct 26, 2009 9:07 pm
by soundman
This should be in the Ideas area. ;)

Re: city defense v1

PostPosted: Tue Oct 27, 2009 4:39 pm
by killed2
...this is the ideas area... right?

Re: city defense v1

PostPosted: Tue Oct 27, 2009 4:42 pm
by killed2
anyways I didn't know that you were supposed to include a possible idea for a map :oops: so i'll post a v2 soon with a map... sorry lol...

Re: city defense v1

PostPosted: Fri Oct 30, 2009 3:52 pm
by soundman
killed2 wrote:...this is the ideas area... right?

It is now, you originally posted in the "Drafts" section. You need a map for that. ;)

Re: city defense v1

PostPosted: Sun Nov 01, 2009 7:09 pm
by killed2
oh oops lol
well, im trying to figure out how to post the map I made anyway, for some reason I can't get on photobucket...
so it'll be in drafts soon lol

Re: city defense v1

PostPosted: Sun Nov 01, 2009 7:31 pm
by killed2
ok, this is the map... there would be no territory bonuses.
http://www.flickr.com/photos/21888362@N05/4066609492/

Re: city defense v1

PostPosted: Sun Nov 01, 2009 7:35 pm
by killed2
since you probably are having some trouble reading what it says... the defender (the one who starts in the city) has to reach the town of rebels and hold it for 3 turns, an the attacker would have to reach the palace ad hold it for one turn. the impassables are the ridges (they are supposed to be mountains) and the city walls. to pass them, the arrows show the direction that you can attack from. you cannot, for example, attack in the direction opposite the direction the arrow is pointing unless there is another arrow. the turrets would get an auto-deploy of 5, the palace would get an auto-deploy of five, camp one( the space that the attacker starts on) would get an auto-deploy of 5, and the palace would get an auto-deploy of 5. those of you that can read this, I have changed a couple things in the auto-deploy section.

Re: city defense v1

PostPosted: Sun Nov 01, 2009 7:38 pm
by killed2
and one more thing, could you guys reply and give ideas more? I am having some trouble getting opinions on it, and would like to get his moving. thanks!

Re: city defense v1

PostPosted: Sun Nov 01, 2009 7:48 pm
by natty dread
Click image to enlarge.
image


Posting your image like this will probably help in getting comments, people don't like to click unnecessary links... ;)

Re: city defense v1

PostPosted: Sun Nov 01, 2009 8:05 pm
by killed2
thanks, I was having some trouble doing that... any suggestions?

Re: city defense v1

PostPosted: Sun Nov 01, 2009 8:13 pm
by natty dread
Yeah... 1. download gimp, photoshop or similar software to work on the graphics...

2. work out the continent bonuses...

3. you need some impassables between the continents... too many borders, impossible to hold a continent...

4. you can't have separate objectives for "attacker" and "defender", the XML doesn't support that.

Re: city defense v1

PostPosted: Sun Nov 01, 2009 8:19 pm
by killed2
there would be no continent bonuses. How about they both have to reach the town of rebels?

the offense would be "joining" the rebels, and the defense would be "eliminating" the rebels. they would have to hold the area for 3 turns, giving the other an oppurtunity at winning.

this would be the map for if you wanted a very short game, for as you can see this would be a very fast going game. I think that there should only be an auto-deploy on camp one and the palace, the two places where they would start.


and would one of the graphic things work on mac? I could not figure out how to sharpen out graphics on the computer.

Re: city defense v1

PostPosted: Sun Nov 01, 2009 8:21 pm
by killed2
would iphoto work?

Re: city defense v1

PostPosted: Sun Nov 01, 2009 8:44 pm
by natty dread
killed2 wrote:would iphoto work?


If you can produce similar quality images as the existing maps with that software, then sure.

killed2 wrote:there would be no continent bonuses. How about they both have to reach the town of rebels?

the offense would be "joining" the rebels, and the defense would be "eliminating" the rebels. they would have to hold the area for 3 turns, giving the other an oppurtunity at winning.

this would be the map for if you wanted a very short game, for as you can see this would be a very fast going game. I think that there should only be an auto-deploy on camp one and the palace, the two places where they would start.


So this would be like a conquer map. You would have starting positions with autodeploys, similar to feudal wars (for example). You will need to figure out starting positions for all 8 players though.

The objective must be same for all players. The objective can be a single territory or a group of territories, which you must hold for one whole round to win the game.

Re: city defense v1

PostPosted: Mon Nov 02, 2009 3:55 pm
by killed2
k, thanks... so to do:

1) improve graphics (not sure how to do so with iphoto, if anyone has an idea please say)
2) figure out starting positions for all 8 players
3) get the new map posted

Re: city defense v1

PostPosted: Tue Nov 03, 2009 4:38 pm
by killed2
I am having troubl touching up graphics, if there is anyone good at that and wants their name next to mine if this pulls through, then reply or feel free to shoot me a pm. I'm not much of a cpu guy...

Re: city defense v1

PostPosted: Tue Nov 03, 2009 4:42 pm
by killed2
I also need to change the second set of "f"s to a different letter... :oops:

Re: city defense v1

PostPosted: Tue Nov 03, 2009 4:45 pm
by killed2
ok, starting positions would be on side gate, c10, palace, c1, f3(could be either one, will change once i change name of second one, still sorry about that), g1, camp1, and the workshop. anyone have other ideas for starting positions would be any better, please say so.