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Bombs Away! Naval Map

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Re: Bombs Away! Naval Map

Postby cairnswk on Tue Nov 25, 2008 4:18 am

Inhuman14 wrote:....
I'm thinking that this would be more of a prototype map for the "battle specific" maps like Trafalgar and Graveyards.

And again, whoever takes this map under their wing can mess around with it as much as they want, I just like getting my ideas out there.


inhuman14....getting it out there has prompted me to do Trafalgar. You are quite correct.
It was called for over a year ago and i kept putting it off, but now have decided to start it on your marketing.
I am sure if i keep it to simple play and bombardment it will be received well.
Thank you for this start.
I'd be happy to advise you or others on graphics for you maps.
If you're going to do a map/design of ships, ensure you get the correct shipping for the period. :)
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Re: Bombs Away! Naval Map

Postby Inhuman14 on Tue Nov 25, 2008 4:16 pm

Hey, cool, I'll make sure to check it on your map from time to time.
Ideas in progress:
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http://www.conquerclub.com/forum/viewtopic.php?f=4&t=70340&st=0&sk=t&sd=a
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Re: Bombs Away! Naval Map

Postby captainwalrus on Tue Nov 25, 2008 5:15 pm

I got rid of some of the arrows, I hope it is less confusing.
Sorry it is so big, I tried to make it smaller but it still always comes out the same size.
Click image to enlarge.
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Re: Bombs Away! Naval Map

Postby Inhuman14 on Tue Nov 25, 2008 5:35 pm

Hmm... I have a couple problems with this design, but this one is the biggest: If we're going to make the map asymmetrical, we have to make it easier to grab the "easy" bonuses. As it is, it's too easy to break bonuses.
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http://www.conquerclub.com/forum/viewtopic.php?f=4&t=70340&st=0&sk=t&sd=a
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Re: Bombs Away! Naval Map

Postby captainwalrus on Tue Nov 25, 2008 5:45 pm

I could just throw in more small ships on the outer side of the battle which would be mush easier to hold.
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Re: Bombs Away! Naval Map

Postby Inhuman14 on Tue Nov 25, 2008 5:53 pm

I think we should reduce the amount of compartments in some of the larger ships.
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http://www.conquerclub.com/forum/viewtopic.php?f=4&t=70340&st=0&sk=t&sd=a
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Re: Bombs Away! Naval Map

Postby captainwalrus on Tue Nov 25, 2008 5:59 pm

As of now there are 95 boat teritories, 14 boarding teritories, 12 beach teritories, and 12 fortress teritories, making 133 in all. ThIs meens you could add about 8 easy to hold 2 space boats and still have a decent amount of teritories.
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Re: Bombs Away! Naval Map

Postby Inhuman14 on Tue Nov 25, 2008 6:23 pm

Well, for the pale blue one, you need to hold and maintain eight territories to hold the bonus, and that one is arguably the easiest to keep.
Ideas in progress:
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Re: Bombs Away! Naval Map

Postby captainwalrus on Tue Nov 25, 2008 8:22 pm

The bonuses don't need to just be an entire fleet. When I mad ethe map I thought of the bonnuses as being more of each ship would be a smaller bonus. This would solve that problem.
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Re: Bombs Away! Naval Map

Postby Inhuman14 on Tue Nov 25, 2008 8:53 pm

Somehow, that doesn't seem quite as appealing to me. I was thinking that you start off with a fleet, and you use that fleet to win. :-/ I dunno. I think that your idea works, but it's not what I had in mind, that's all.
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Re: Bombs Away! Naval Map

Postby captainwalrus on Wed Nov 26, 2008 12:34 pm

The problem is, no fleet is going to be easy to defend.

We could add more ships and combine some of the colors so there are like 4 fleets. Then we give bonuses for each ship controlled but have people start off with half a fleet each.
This would make each person like a general who is trying to defeat the enemy but also gain power and control of more of his own fleet. The bonuses could be easier to hold because if you loose one ship you still have a bonus but it is less.
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Re: Bombs Away! Naval Map

Postby cairnswk on Wed Nov 26, 2008 1:43 pm

guys, if i can butt in here and give some advice....
firstly, to determine what might fit on your map, get the smallest size down to at least 630 x 600 px. you can always increase the map size to the larger size of 830 x 800 later after the smaller version is done.
Also you have to fit army circles or army numbers on each map section (as you know) that are 22px dia.
Do that, then determine what will fit where.
And don't forget, you also have to fit text in somewhere.
it's all part of the planning stages.
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Re: Bombs Away! Naval Map

Postby joe cool 360 on Thu Nov 27, 2008 12:37 am

cairnswk wrote:guys, if i can butt in here and give some advice....
firstly, to determine what might fit on your map, get the smallest size down to at least 630 x 600 px. you can always increase the map size to the larger size of 830 x 800 later after the smaller version is done.
Also you have to fit army circles or army numbers on each map section (as you know) that are 22px dia.
Do that, then determine what will fit where.
And don't forget, you also have to fit text in somewhere.
it's all part of the planning stages.


Thanks cairnswk, captainwalrus, do you have some time available to try to make the map fit these parameters?
Even if you have to delete ships or move fleets or something, he's gotta point, technically, we're supposed make sure the map will fit on the small size first.
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Re: Bombs Away! Naval Map

Postby joe cool 360 on Thu Nov 27, 2008 12:47 am

http://www.conquerclub.com/forum/viewtopic.php?f=10&t=1410

and this link above should be able to help w/ army circles, numbers, and map drawing...
right now i'm using some of the pages on the link to learn how to do XML for the map when the time comes.
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Re: Bombs Away! Naval Map

Postby cairnswk on Thu Nov 27, 2008 3:16 am

joe cool 360 wrote:
cairnswk wrote:guys, if i can butt in here and give some advice....
firstly, to determine what might fit on your map, get the smallest size down to at least 630 x 600 px. you can always increase the map size to the larger size of 830 x 800 later after the smaller version is done.
Also you have to fit army circles or army numbers on each map section (as you know) that are 22px dia.
Do that, then determine what will fit where.
And don't forget, you also have to fit text in somewhere.
it's all part of the planning stages.


Thanks cairnswk, captainwalrus, do you have some time available to try to make the map fit these parameters?
Even if you have to delete ships or move fleets or something, he's gotta point, technically, we're supposed make sure the map will fit on the small size first.


Oh, and i forgot, don't forget to leave space on the map "real estate" for the legend. you will need somewhere to explain the gameplay, icons, or whatever you may use, still all has to fit within the small restrictions of 630w X 600h px.
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Re: Bombs Away! Naval Map

Postby joe cool 360 on Tue Dec 02, 2008 8:27 pm

cairnswk wrote:Oh, and i forgot, don't forget to leave space on the map "real estate" for the legend. you will need somewhere to explain the gameplay, icons, or whatever you may use, still all has to fit within the small restrictions of 630w X 600h px.

Sooooo.... any takers?
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Re: Bombs Away! Naval Map

Postby bbqpenguin on Sun Dec 07, 2008 11:34 pm

i think the way to go would be to have 8 modernish fleets. they don't necessarilly have to be a specific sountry for each. i think it would be better if you just had fleet 1, fleet 2, fleet 3... or maybe something like red fleet, blue fleet, etc. or, you could get really ridiculous and call them like lemon fleet, kangaroo fleet, etc. or, you could name the fleets after significant site members, friends, or people who had significant input on the creation of the map (Captain BBQ's fleet, Admiral JCool's fleet, etc) remember, you really don't have to be too realistic here as long as it looks ok and the gameplay is solid. also, i think they should look like a fairly modern navy would, with aircraft carriers, battleships, cruisers, maybe submarines... that kind of thing. old school cannons were fun but they wouldn't be nearly accurate enough to make pinpoint bombardments like you're talking about using in the map like you can with today's ships
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Re: Bombs Away! Naval Map

Postby oaktown on Mon Dec 08, 2008 1:08 am

lomonster wrote:For some reason I'm picturing the classic boardgame Battleship... LOL.

I liked this thought, from way back on page 1, and ran with it...
viewtopic.php?f=241&t=71773

My first thought in reading the first post of this thread, as well as bits and pieces of the entire thread, is that you may have too many new variables going on. You've got ships with different attributes as well as multiple styles of attacks.

I think a straight bombard-the-crap-out-of-each-other map would be fun. You could set up eight small fleets and code the fleets to start one player each. Different types of ships start with different values to reflect how strong they are/how long they can hold up in a fight. And the different ships give different bonuses. The trick would be setting the game up in such a way that the player who goes first doesn't have an instant advantage, especially in 1v1 games; I'm not sure if that would be possible, but it's worth exploring.
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