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Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Tue Oct 19, 2010 2:27 pm
by Night Strike
Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Tue Oct 19, 2010 2:35 pm
by TheSaxlad
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.


Thanks NightStrike, much appreciated.

and i like that idea.

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Tue Oct 19, 2010 2:37 pm
by Victor Sullivan
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Tue Oct 19, 2010 4:29 pm
by Night Strike
Victor Sullivan wrote:
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.


Forgot about USA. Canada may have also been one of the first ones (obviously pre-revamp, just like Middle East was revamped). You'd have to ask someone with more foundry knowledge, but my post was more to put the idea out there.

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Tue Oct 19, 2010 5:17 pm
by AndyDufresne
Night Strike wrote:
Victor Sullivan wrote:
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.


Forgot about USA. Canada may have also been one of the first ones (obviously pre-revamp, just like Middle East was revamped). You'd have to ask someone with more foundry knowledge, but my post was more to put the idea out there.

Check out the excellent post maintained by the C.A.'s in the Gallery:

viewtopic.php?f=358&t=79067


--Andy

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Tue Oct 19, 2010 5:58 pm
by Night Strike
AndyDufresne wrote:
Night Strike wrote:
Victor Sullivan wrote:
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.


Forgot about USA. Canada may have also been one of the first ones (obviously pre-revamp, just like Middle East was revamped). You'd have to ask someone with more foundry knowledge, but my post was more to put the idea out there.

Check out the excellent post maintained by the C.A.'s in the Gallery:

viewtopic.php?f=358&t=79067


--Andy


Cool. I figured it was somewhere (was looking in GD for Blitz's 1st 5 list).

Re: Conqueropoly V5 [Transport Poll]

Posted: Tue Oct 19, 2010 8:27 pm
by Victor Sullivan
Ack! I can't change my vote?? I might change my mind down the line!

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Tue Oct 19, 2010 9:38 pm
by Gilligan
TheSaxlad wrote:
Super Nova wrote:Cool! You're right about the possible confusion with the legend though. I think you need to change it, because currently it shows that you have to take that color in order to get the bonus. This would lead to a lot of confusion, since the territs that are actually on the properties are not the ones that grant bonuses.

Gilligan, you probably already know this,but I'll point it out anyway; If the map is going to be done with house territs on one side of the property, and ownership territs on the other side, (or actually no matter how you guys do this) you will have to be careful with the XML so that you can't get bonuses from the houses without having a monopoly.


Super so your saying that the houses have to be taken with the transports to give a bonus?

or do the houses get bonuses on their own?


I believe he is saying that you shouldn't be able to get the house bonus if you do not already have the color bonus.

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Wed Oct 20, 2010 1:40 am
by TheSaxlad
Gilligan wrote:
TheSaxlad wrote:
Super Nova wrote:Cool! You're right about the possible confusion with the legend though. I think you need to change it, because currently it shows that you have to take that color in order to get the bonus. This would lead to a lot of confusion, since the territs that are actually on the properties are not the ones that grant bonuses.

Gilligan, you probably already know this,but I'll point it out anyway; If the map is going to be done with house territs on one side of the property, and ownership territs on the other side, (or actually no matter how you guys do this) you will have to be careful with the XML so that you can't get bonuses from the houses without having a monopoly.


Super so your saying that the houses have to be taken with the transports to give a bonus?

or do the houses get bonuses on their own?


I believe he is saying that you shouldn't be able to get the house bonus if you do not already have the color bonus.


ok, but if we were to include that it rules 1 way out of the question doesn't it?

Re: Conqueropoly V5 [Transport Poll]

Posted: Wed Oct 20, 2010 4:20 pm
by TheSaxlad
New Draft Up With Updated Legend

Re: Conqueropoly Returns (And this time it's staying for goo

Posted: Thu Oct 21, 2010 9:37 am
by Super Nova
TheSaxlad wrote:
Gilligan wrote:
TheSaxlad wrote:
Super Nova wrote:Cool! You're right about the possible confusion with the legend though. I think you need to change it, because currently it shows that you have to take that color in order to get the bonus. This would lead to a lot of confusion, since the territs that are actually on the properties are not the ones that grant bonuses.

Gilligan, you probably already know this,but I'll point it out anyway; If the map is going to be done with house territs on one side of the property, and ownership territs on the other side, (or actually no matter how you guys do this) you will have to be careful with the XML so that you can't get bonuses from the houses without having a monopoly.


Super so your saying that the houses have to be taken with the transports to give a bonus?

or do the houses get bonuses on their own?


I believe he is saying that you shouldn't be able to get the house bonus if you do not already have the color bonus.


ok, but if we were to include that it rules 1 way out of the question doesn't it?


Gilligan is correct on what I was trying to say.

I don't think this will rule out one way attacking, instead I think the one way attacks will create a unique style of play, albeit it probably takes longer to play.

Re: Conqueropoly V6 [Transport Poll]

Posted: Thu Oct 21, 2010 2:59 pm
by TheSaxlad
Come on Guys, can we have some more comments on how to make this map better?

Re: Conqueropoly V6 [Transport Poll]

Posted: Thu Oct 21, 2010 4:17 pm
by sonicsteve
I had a thought that instead of using things like forums, suggs and bugs, etc - you could use the progression of cc ranks for the properties.

So Brown (on the UK board Old Kent Road and Whitechapel) would become New Recruit and Cook, while Purple/Dark Blue (or Park Lane and Mayfair on the UK board) would become Field Marshall and Conqueror.

Of course the idea falls over a bit because there aren't quite enough ranks, so you'd probably have to scatter in a couple of key medals or something...

Re: Conqueropoly V6 [Transport Poll]

Posted: Thu Oct 21, 2010 7:34 pm
by rjhankey
Hey there -- I voted "other" in the poll for car/plane/etc. -- how about a tank?

I'm also onboard with the idea of allowing terits to attack up to 12 spaces forward in a clockwise direction. Yes, that would be a somewhat chaotic battlefield, but it also means you'd need to look behind you as many as 12 terits when planning clockwise growth. I don't see deadlocks happening that easily, especially with having to leave that much of a guarded trail behind you as you move forward. What would be interesting is how much would the attacker be willing to dive into the middle of someone else's set of 12 territories for fear of leaving an attacking army behind them.

I'm guessing that houses are a one-way attack from the corresponding terit, or is it a two-way? I may have missed that ... but I don't think it jumped out at me. I'd also vote for the house bonus to not count unless you also own the corresponding property bonus.

One other thought - bonus drops could be avoided if each player is given one terit - the starting terit in a given property block. When thinking about this, I realized that a player could have an advantage if their property is green or dark blue. But, another twist could be increasing neutral starting armies - purple could have 2, light blue 3, so on, and dark blue would have 9 on the property not being used as a player starting point? Does that make sense?

Re: Conqueropoly V6 [Transport Poll]

Posted: Thu Oct 21, 2010 8:17 pm
by ender516
I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.

Re: Conqueropoly V6 [Transport Poll]

Posted: Thu Oct 21, 2010 10:23 pm
by TheSaxlad
rjhankey wrote:Hey there --

One other thought - bonus drops could be avoided if each player is given one terit - the starting terit in a given property block. When thinking about this, I realized that a player could have an advantage if their property is green or dark blue. But, another twist could be increasing neutral starting armies - purple could have 2, light blue 3, so on, and dark blue would have 9 on the property not being used as a player starting point? Does that make sense?


Perfect Sense, the logistics would have to have some thought in them but I love the General idea. How about instead of that coding the houses to different numbers?

rjhankey wrote:I'm also onboard with the idea of allowing terits to attack up to 12 spaces forward in a clockwise direction. Yes, that would be a somewhat chaotic battlefield, but it also means you'd need to look behind you as many as 12 terits when planning clockwise growth. I don't see deadlocks happening that easily, especially with having to leave that much of a guarded trail behind you as you move forward. What would be interesting is how much would the attacker be willing to dive into the middle of someone else's set of 12 territories for fear of leaving an attacking army behind them.

I'm guessing that houses are a one-way attack from the corresponding terit, or is it a two-way? I may have missed that ... but I don't think it jumped out at me. I'd also vote for the house bonus to not count unless you also own the corresponding property bonus.


hmmm, I'm still not on board with that, in my mind I think it encourages players to just sit and stockpile. Then it'll be a luck fest...

It could work, But I think it needs to be discussed more...

Re: Conqueropoly V6 [Transport Poll]

Posted: Fri Oct 22, 2010 1:00 pm
by AndyDufresne
ender516 wrote:I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.

If only world domination had a 4th unit type---along with unit, cavalary, and cannon...


--Andy

Re: Conqueropoly V6 [Transport Poll]

Posted: Fri Oct 22, 2010 1:58 pm
by TheSaxlad
AndyDufresne wrote:
ender516 wrote:I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.

If only world domination had a 4th unit type---along with unit, cavalary, and cannon...


--Andy


Shall we just add tank to it then andy?

Unit, Cavalry, cannon, tank?

Re: Conqueropoly V6 [Transport Poll]

Posted: Fri Oct 22, 2010 4:51 pm
by Super Nova
TheSaxlad wrote:
AndyDufresne wrote:
ender516 wrote:I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.

If only world domination had a 4th unit type---along with unit, cavalary, and cannon...


--Andy


Shall we just add tank to it then andy?

Unit, Cavalry, cannon, tank?


I don't think so; I think tanks are kind of modern calvary. If you want another type of unit, do something for air or sea warfare; so a battleship or a fighter jet should work well.

Or you could just do a carrier...

Re: Conqueropoly V6 [Transport Poll]

Posted: Fri Oct 22, 2010 4:58 pm
by Super Nova
TheSaxlad wrote:
rjhankey wrote:Hey there --

I'm also onboard with the idea of allowing terits to attack up to 12 spaces forward in a clockwise direction. Yes, that would be a somewhat chaotic battlefield, but it also means you'd need to look behind you as many as 12 terits when planning clockwise growth. I don't see deadlocks happening that easily, especially with having to leave that much of a guarded trail behind you as you move forward. What would be interesting is how much would the attacker be willing to dive into the middle of someone else's set of 12 territories for fear of leaving an attacking army behind them.

I'm guessing that houses are a one-way attack from the corresponding terit, or is it a two-way? I may have missed that ... but I don't think it jumped out at me. I'd also vote for the house bonus to not count unless you also own the corresponding property bonus.


hmmm, I'm still not on board with that, in my mind I think it encourages players to just sit and stockpile. Then it'll be a luck fest...

It could work, But I think it needs to be discussed more...


I also like the twelve space idea, but in order to make it less hectic you could put two or three numbers on each territ, and those numbers designate what space that space can attack, eg. If you had a space that had the numbers 3 and 8 on it, you could attack the territory 3 spaces away or the one 8 spaces away. Things might get a little cramped on the territs though.

Re: Conqueropoly V6 [Transport Poll]

Posted: Fri Oct 22, 2010 6:11 pm
by Gilligan
Or a jet.

Re: Conqueropoly V6 [Transport Poll]

Posted: Fri Oct 22, 2010 6:54 pm
by ender516
We already have an infantryman on the top left corner square, so why not make the railroads: cannonartillery piece, tank, battleship, jet fighter.

Re: Conqueropoly V6 [Transport Poll]

Posted: Sun Oct 24, 2010 8:16 am
by TheSaxlad
Any more before I ask Helix To move this?

Re: Conqueropoly V6 [Transport Poll]

Posted: Sun Oct 24, 2010 11:53 am
by Victor Sullivan
Nothing concept-wise, but I will definitely have some gameplay things for ya ;)

Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Posted: Sun Oct 24, 2010 6:38 pm
by Industrial Helix
Ok, I like the addition of the 'houses' though they don't quite look like houses. The big thing that is holding this map up is that it should be explained in the rules how the houses work in relation to the other territories.

Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.

If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.

Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.

So, fix the first thing and I will move it. The other things, I hope you consider seriously because the last thing you want is a square classic style map.