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First map concept - CC meets RPG

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First map concept - CC meets RPG

Postby lurkerleader on Tue Jun 02, 2009 5:48 pm

Ok my quick diagram of the workings of my map are still in development, but I will try to give a short and thorough explanation of how my map idea works. I am looking for feedback as far as the gameplay would go and understanding of how the map goes, if there is any support behind my idea I will come up with a much more detailed and descriptive game board image.

In my picture I depict each starting point in the left hand side inside the rectangle, this consists of 8 linear shaped continents with 1 entrance and 1 exit being the S or starting point for each player. At the starting point, S, you will receive 3 troops per turn on that territory for owning it, and you can either progress to level 1 or assault your corresponding entry point in the circle. Inside your continent will be 4 levels you can conquer, each with a progressive amount of neutral troops, as well as gaining each level will give you a bonus 1 troop per turn. So in this example if you have all 4 levels in your control you will gain 4x1 bonus troop + 6 troops for continent bonus = 10 additional troops per turn. Once you reach level 4 it cannot assault anywhere.

Once inside the circle, you must attack in a Counter Clockwise direction as seen with the arrows. For example if your P1 or RED, you will have to attack your relatively easy neighbouring territory (perhaps 4-6 neutral) immediately to the right of your entry point. From this territory you will then have to assault your first relic (which will be a more difficult target, perhaps 25-40 neutral troops) to move on. The third territory before you reach the next players entrance point will be a fork in the road, from this territory you can either attack towards the middle (allowing you to pass by enemy or neutral entry points to get closer to the relic or player you wish to attack faster) or towards another players entry point (in this case P2).

Entry points: undecided if I want to put an auto-deploy on this territory or not, will be a gateway from the circular board to that players continent. (ie. P1 entry point can attack P1 Starting point) or the next sequential territory following the counter clockwise assault scheme.

Image

As far the RPG in the title goes, the concept is I may wish to dedicate the P1-P8 actual names from players in CC ( with their consent, and if foundry lets me )

If anyone has any questions//advise as far as the gameplay of this map will work, please post in this forum.

Thank you,
Lurk


EDIT

- since i have received no negative feedback ill go ahead and draw a preliminary sketch with territories and bonuses
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Re: First map concept - CC meets RPG

Postby ustus on Tue Jun 09, 2009 12:25 am

Two things I'll bring up because i know someone will eventually:

IF only the player who starts on an entry way can attack his level-up zone: there's no way for a player to be eliminated, which means freemiums like me end up stuck in a game we can't do anything in if we get squashed on the big circle. (also, i don't think this is poss with current XML, but i don't know a whole lot about that). Second thing to consider: this leaves a lot of luck to getting your "level ups" because whoever levels up most fully soonest will almost certainly win, so it's a race to get leveled up, and therefore the conquering of each level will affect the game hugely. Just a concern, not a deal breaker.

IF any player can attack the level chart from the starting point: this allows players to progress beyond level 4, by leveling on someone else's level chart. And the luck thing still applies, and is still not a deal breaker ( i mean, research and conquer is still flying, same kind of concept, though this is a lot simpler.)

I think you'll want to make a little more incentive to start fighting on the main map before you've finished leveling up, or you'll have a few turns before anyone ever starts over there, there will be no point to starting the circle right away, because you'll always be better off going for the level. The map community likes to have more than one possible strategy to win, the research and conquer guys were talking about this too.
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Re: First map concept - CC meets RPG

Postby Echospree on Tue Jun 09, 2009 9:07 am

Well, the concern of players getting eliminated could be solved by allowing bombardments of enemy levels through some mechanism, possibly a bombard upgrade? Either separate to, or part of, a level 4 upgrade. Also, the ability to attack your starting square from either your level 1 or level 4 upgrade will allow players who have been removed from the main map back into the fray.
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Re: First map concept - CC meets RPG

Postby lurkerleader on Tue Jun 09, 2009 9:02 pm

IF only the player who starts on an entry way can attack his level-up zone: there's no way for a player to be eliminated, which means freemiums like me end up stuck in a game we can't do anything in if we get squashed on the big circle.


- Each players entry point can assault directly into that persons level up continent... for example if player 8 (black on this diagram) makes it to the p1 entry territory he can attack out of the circle to P1's starting territory or keep moving in the circle. The point of this is to allow your strategy to take over more continents (killing certain targets) or move towards objectives.

I can also see how at first glance how the game might seem very linear fashioned, and as it is shaped now the strategy is take the level ups before getting into any serious combat, if this becomes a huge concern i can reduce the size of the levels from 4 to like 2 (or even expand them if it becomes needed) in order to shorten tedious game play rounds.


The map community likes to have more than one possible strategy to win, the research and conquer guys were talking about this too.


- The variances in potential strategies comes inside the middle, if you choose to fight another player, attempt to go around others or go for the objectives (note that each person eventually comes into power of one objective piece and must travel around to the other side of the map before coming in contact to the other one required... additional defensive strategies would be to clog up the fast track lanes to block people from attacking teammates or getting to objective points
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Re: First map concept - CC meets RPG

Postby BoganGod on Wed Jun 10, 2009 6:41 am

Looks a lot like chinese checkers... Could be interesting, are you going to limit the amount of players?
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Re: First map concept - CC meets RPG

Postby MrBenn on Wed Jun 10, 2009 7:02 am

The concept feels a bit like Research and Conquer, that's been building momentum in the drafting room for some time - it might be worth ingratiating yourself into the development of that project?
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PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
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Re: First map concept - CC meets RPG

Postby andy_is_awesome on Wed Jun 10, 2009 12:24 pm

Maybe I don't fully understand the gameplay yet , but here comes my thoughts.

Why would I waste armies attacking neutrals in my continent for a +1 bonus???
I am going to immediately attack my neighboring opponent. (P1 entry --> P2 entry) I am going for his +3 autodeploy.
...and he can't attack me back (HaHa!). Then I will move onto P3 entry and go around the circle.
Then this becomes Circus Maximus with 1 lane. And whoever rolls best in round 1 & 2 wins!

..so if I am understanding it right, there is a huge hole in gameplay that you might want to fix.
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Re: First map concept - CC meets RPG

Postby Echospree on Wed Jun 10, 2009 12:47 pm

andy_is_awesome wrote:Maybe I don't fully understand the gameplay yet , but here comes my thoughts.

Why would I waste armies attacking neutrals in my continent for a +1 bonus???
I am going to immediately attack my neighboring opponent. (P1 entry --> P2 entry) I am going for his +3 autodeploy.
...and he can't attack me back (HaHa!). Then I will move onto P3 entry and go around the circle.
Then this becomes Circus Maximus with 1 lane. And whoever rolls best in round 1 & 2 wins!

..so if I am understanding it right, there is a huge hole in gameplay that you might want to fix.


No, you can't attack directly from P1 to P2, if I'm reading this right. That arrow doesn't mean you can attack directly, it's just showing the direction of attacks. You still have to go through a neutrals (one way attack, I think) in order to get to P2.
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Re: First map concept - CC meets RPG

Postby lurkerleader on Wed Jun 10, 2009 8:13 pm

you are correct echo, this is just a direction, not a jump... im remaking the look of this by taking out 8 territories and moving the continents to shape a square around the middle field, which will make the map a lot easier to understand
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Re: First map concept - CC meets RPG

Postby andy_is_awesome on Thu Jun 11, 2009 11:37 am

Echospree wrote:
andy_is_awesome wrote:Maybe I don't fully understand the gameplay yet , but here comes my thoughts.

Why would I waste armies attacking neutrals in my continent for a +1 bonus???
I am going to immediately attack my neighboring opponent. (P1 entry --> P2 entry) I am going for his +3 autodeploy.
...and he can't attack me back (HaHa!). Then I will move onto P3 entry and go around the circle.
Then this becomes Circus Maximus with 1 lane. And whoever rolls best in round 1 & 2 wins!

..so if I am understanding it right, there is a huge hole in gameplay that you might want to fix.


No, you can't attack directly from P1 to P2, if I'm reading this right. That arrow doesn't mean you can attack directly, it's just showing the direction of attacks. You still have to go through a neutrals (one way attack, I think) in order to get to P2.


Then doesn't it come down to, who ever rolls best against the neutrals wins???
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Re: First map concept - CC meets RPG

Postby Echospree on Thu Jun 11, 2009 11:43 am

andy_is_awesome wrote:
Echospree wrote:
andy_is_awesome wrote:Maybe I don't fully understand the gameplay yet , but here comes my thoughts.

Why would I waste armies attacking neutrals in my continent for a +1 bonus???
I am going to immediately attack my neighboring opponent. (P1 entry --> P2 entry) I am going for his +3 autodeploy.
...and he can't attack me back (HaHa!). Then I will move onto P3 entry and go around the circle.
Then this becomes Circus Maximus with 1 lane. And whoever rolls best in round 1 & 2 wins!

..so if I am understanding it right, there is a huge hole in gameplay that you might want to fix.


No, you can't attack directly from P1 to P2, if I'm reading this right. That arrow doesn't mean you can attack directly, it's just showing the direction of attacks. You still have to go through a neutrals (one way attack, I think) in order to get to P2.


Then doesn't it come down to, who ever rolls best against the neutrals wins???


True, but that's what alot of other maps where you start with 1 or 2 regions are like. (ie feudal and the AoR maps)

The difference between those and this one, of course, is the fact this map gives you only one real attack route to the next player, at this stage. Your only strategic choice is whether to use armies "leveling up" or to get within range of another player.

It definitely needs another layer of strategy, maybe a central arena?
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