Classic times ten

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rsacheli
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Location: Im your neighbor... I have 100 armies with me... What are you going to do?

Re: Classic times ten

Post by rsacheli »

Emperor_Metalman wrote:
ZeroDJoe wrote:What about a board exactly like classic expect that every army from starting troops to continent bonus and territories bonus are multiplied by 10. So every territ starts with 30 armies, aussie is worth 20 and so on... im not sure how deep this change is and if can be made into just a map or if it needs further changes or options, i can see at least a problem with the card values. And another with the server requirements.

It would significantly change this board game experience has it would diminish luck factors in several diferent ways. The obvious and main one being the dice, that would be much less significantly. Sastisfying 99% of the menbers that ever had dice related issues...
Another is the army we must leave behind in each country also with less weigth in the gameplay.

Tell me what you guys think about it


good idea, but there should be a minimum of 10 armies left in each conquered territory


if you do that then there is NO difference between this and regular... might as well be able to role 10x the dice too...

this idea might be a fun one time play... i would never play it more than once...
ZeroDJoe
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Re: Classic times ten

Post by ZeroDJoe »

yeah, well maybe city mogul takes care of this
8-)
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NightWolf
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Re: Classic times ten

Post by NightWolf »

Adding more armies does nothing but increase the number of times you'll have to roll the dice each turn lol. It makes no impact on changing how the dice work at all.
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ZeakCytho
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Re: Classic times ten

Post by ZeakCytho »

NightWolf wrote:Adding more armies does nothing but increase the number of times you'll have to roll the dice each turn lol. It makes no impact on changing how the dice work at all.


That's not true. The more rolls you have, the less impact an outlier has, so it's less luck driven.
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SuicidalSnowman
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Re: Classic times ten

Post by SuicidalSnowman »

I like this idea in theory, but I think it needs some work. In my experience playing on CC Mogul is that while good in theory, other game elements mess it up. One is, in fact, the leaving one army behind in a territory. Also, things like cards and the territories owned bonus armies.

Also, the way this is suggested, as the same Classic map but these rules, makes me second the idea, that, if we can work out balance issues, this becomes a gameplay option for all maps. I think the spirit of this mod is always trying to lower the amount of random chance, luck, etc. So why do we need to build some maps here, and some maps there?

Of course, there are other issues too. Auto-Attack stops at three attacker armies remaining, correct? This would need to be re-written, because if you know your opponent is getting an 80 army bonus, you might want to break off your attack before getting to 3 armies. However, not using Auto-Attack with these kind of numbers would have serious implications in speed games. Then I thought, maybe we can just make each click worth ten dice rolls, but that just scales everything up equally, doing nothing to lower chance. ](*,)

To conclude, although this idea is good in theory, it requires a LOT of tinkering, unless someone can explain to me why not. It would be a nice option for ALL games, maybe even additional rules like the 'Capitals' variant in the Risk instruction manual.
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Merker
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Re: Classic times ten

Post by Merker »

It can be done (I'm one of those XML gurus btw), it would be very simple if we could get ahold the classic map xml. Nice idea btw.
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yeti_c
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Re: Classic times ten

Post by yeti_c »

Indeed it could...

http://www.conquerclub.com/maps

However - it's not as immediately obvious as you might think...

To start the territories with the requisite large armies you would have to use starting positions - 42 of them to be exact...

This would break the 2 player game though - as with starting positions - they would all get assigned to the 2 players - and no neutrals would be generated.

Note you would also have to set every territory to <neutral>30</neutral> too...

And don't forget the reinforcements adjustment.

C.
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Try Again
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Re: Classic times ten

Post by Try Again »

love this map idea
ZeroDJoe
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Re: Classic times ten

Post by ZeroDJoe »

yeti_c wrote:Indeed it could...

http://www.conquerclub.com/maps

However - it's not as immediately obvious as you might think...

To start the territories with the requisite large armies you would have to use starting positions - 42 of them to be exact...

This would break the 2 player game though - as with starting positions - they would all get assigned to the 2 players - and no neutrals would be generated.

Note you would also have to set every territory to <neutral>30</neutral> too...

And don't forget the reinforcements adjustment.

C.




thanks!!

so, do you see anyway of getting over that?...
maybe if can we restrictic the classic map for more than 2 players only? 3 players would be ok with just a neutral 3 i guess...
and or trthen make another map for two players games... dont know how we can balance it tghouth... now that i think of it the first player always seems to have a huge advantage (anyway)...

zero
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reggie_mac
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Re: Classic times ten

Post by reggie_mac »

:idea: Take 1 DEM of mars. Pick a datum. Fill with water, render terrain. Now the hard part, split it up so the numbers for each area, and the territories with links match the movements and links of the classic map exactly and then you'd have the map.. also leaving the option open to break it down more a-la mars 2.0....

Now this is interesting, anyone know if this DEM is available.
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OliverFA
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Re: Classic times ten

Post by OliverFA »

gimil wrote:
Androidz wrote:Is it possible to make this a Mod for all maps?

[Multiplier] [Normal]?


Game engine related rather than foundry. Try it out in suggs and bug reports :arrow:

Although all maps would have to still be balanced with the multiplier.


I also think this is more an engine related suggestion. Maybe the original poster could open a suggestion in the right forum?
Try Again
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Re: Classic times ten

Post by Try Again »

people should be saying stuff because this is an sweet idea for for i map :D
scottp
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Re: Classic times ten

Post by scottp »

very interesting idea. i like it as an option. I would LOVE it for 1v1 games, because those are often won or lost by luck in the first turn's rolls of the dice. This would smooth out those drastic inequities in the first turn(s). Too bad Yeti_c says it wouldn't work for 2 player games. I'm not familiar enough with the xml to understand why not, but i'm beyond sure he's right. bummer.

I would like to play games of this type.

Kudos to the OP. great idea.

Wanna bet rsacheli, whitestazn88, and NightWolf have never taken classes in statistics?! ;)
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