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Re: Up the limit to 12 players.
Posted: Sun Mar 28, 2010 8:49 pm
by epicethan
2dimes wrote:<DELETE ME>
PLACE A CONCISE DESCRIPTION OF THE SUGGESTION OR BUG IN THE SUBJECT LINE!!!
The dice ARE random, lots and lots of analysis has been done on them both internally and by community members.
Search for previous suggestion or bug reports and check stickies before posting something "new".
Delete or replace any xxxxxxx with the appropriate information.
Delete any entires which do not apply.
</DELETE ME>
Have to delete where it says delete!!!
But back on topic, I think it would be a good idea, but only for larger maps. Imagine fitting twelve different players on a map like Doodle Earth.
Re: Up the limit to 12 players.
Posted: Sun Mar 28, 2010 11:13 pm
by jrh_cardinal
would def have to group maps
AOR's and Feudal War already can only have 6
Feudal Epic, maybe a couple others are made for a max of 8
Doodle Earth, 12 people, shoot myself in the face (same for Lux. and sort of Madagascar)
But for larger maps (Hive, World 2.1, Charleston, etc.) this would be a good idea
the mods will definitely do this sometime, or at least up it to 10, idk if there is a way to get them to do it faster (that's what she said)
Re: Up the limit to 12 players.
Posted: Sun Mar 28, 2010 11:46 pm
by TheForgivenOne
Thomassaurus wrote:If they did this some maps wouldn't work for this like feudal, but its a good idea. Maybe 10, 12 might be over doing it.
8 players already don't work on the original Fuedal...
And it would be hard to get 12 distinguishable colours
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 12:03 am
by jsholty4690
TheForgivenOne wrote:Thomassaurus wrote:If they did this some maps wouldn't work for this like feudal, but its a good idea. Maybe 10, 12 might be over doing it.
8 players already don't work on the original Fuedal...
And it would be hard to get 12 distinguishable colours
redgreenblueyellowpinkcyanorangegreyblackpurpleburgundylime greenThere 12 unique colors.
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 12:06 am
by maasman
Black and blue, gray and purple and pretty close there. Find 2 more colors (at least for me) and you would be good to go

maybe brighten blue and purple.
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 12:14 am
by TheForgivenOne
jsholty4690 wrote:TheForgivenOne wrote:Thomassaurus wrote:If they did this some maps wouldn't work for this like feudal, but its a good idea. Maybe 10, 12 might be over doing it.
8 players already don't work on the original Fuedal...
And it would be hard to get 12 distinguishable colours
redgreenblueyellowpinkcyanorangegreyblackpurpleburgundylime greenThere 12 unique colors.
Black and Burgundy are WAY to close
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 12:15 am
by jsholty4690
maasman wrote:Black and blue, gray and purple and pretty close there. Find 2 more colors (at least for me) and you would be good to go

maybe brighten blue and purple.
some sort of gay purple-pink hybridpuke greena better looking greytansalmon
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 12:24 am
by TheForgivenOne
I like Salmon
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 12:26 am
by Army of GOD
1. White
2. (Invisible)
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 1:09 am
by lurkerleader
also you would have to consider colour codes - I definitely read the starting letter of each colour to be certain who is where.
r, g, b, y, o, s, c, p
are already in use, you would need colours that don't start with these letters
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 2:24 am
by Commander62890
I use color codes, and IMO... you could give me 12 different color codes and it would be very easy to distinguish between them. However, everyone I know doesn't use them... and therefore we need 12 easily distinguishable colors...

Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 5:54 am
by BoganGod
Sounds like a great idea
If getting 12 easy to tell about colours is an issue, maybe patterns/tartans could work.
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 6:02 am
by natty dread
dual colours? One colour for top half of the number and another for the bottom half?
Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 8:49 am
by Tupence
I think dual colours would look more complicated and confusing than 12 basic colours. There have been discussions on finding 12 colours before, they're around here somewhere...
You have to be careful with shades of red and green as more people have difficulty telling them apart, so anything like burgundy or khaki is riskier. Personally I sometimes have difficulty telling yellow and orange apart (depending on the map), but maybe that's just me

Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 4:21 pm
by TheForgivenOne
Tupence wrote:I think dual colours would look more complicated and confusing than 12 basic colours. There have been discussions on finding 12 colours before, they're around here somewhere...
You have to be careful with shades of red and green as more people have difficulty telling them apart, so anything like burgundy or khaki is riskier. Personally I sometimes have difficulty telling yellow and orange apart (depending on the map), but maybe that's just me

I have difficulty telling yellow from white apart

Re: Up the limit to 12 players.
Posted: Mon Mar 29, 2010 11:32 pm
by jrh_cardinal
I often have to go to color codes on some maps to tell multiple colors apart. There's no way that there are 12 colors I would be able to distinguish. If I played games this large, I would need to use color codes (or BOB line things)
Anything but one solid color would kill me, they aren't big enough numbers
Re: Up the limit to 12 players.
Posted: Wed Mar 31, 2010 1:12 pm
by pmchugh
If people have a problem seeing the colours apart, turn on the colour codes. Simples.
Re: Up the limit to 12 players.
Posted: Sat Apr 03, 2010 8:05 pm
by wolfpack0530
pmchugh wrote:If people have a problem seeing the colours apart, turn on the colour codes. Simples.
exactly. in fact i have never taken a single turn without colorcodes. ever.

I am very colorblind

Re: Up the limit to 12 players.
Posted: Tue Apr 06, 2010 11:57 am
by 2dimes
Even if it went up to 9 so we could do three team triples it would be a nice bonus. The reason I picked 12 is because it's functional for all 4 team types, single, doubles, triples and quads.
What if in the code it used player number instead of the first letter of color or both. The number denoting which player it is could be small while the number of troops could be the size it is now.
Kind of like 17 35 211 113 123
Or 1r7 3b5 2g11 11b3 12l3
Not that I think I would look at b for blue and mix it up with b for burgandy but. I probably could.
Re: Up the limit to 12 players.
Posted: Tue Apr 06, 2010 1:06 pm
by jsholty4690
2dimes wrote:Even if it went up to 9 so we could do three team triples it would be a nice bonus. The reason I picked 12 is because it's functional for all 4 team types, single, doubles, triples and quads.
What if in the code it used player number instead of the first letter of color or both. The number denoting which player it is could be small while the number of troops could be the size it is now.
Kind of like 17 35 211 113 123
Or 1r7 3b5 2g11 11b3 12l3
Not that I think I would look at b for blue and mix it up with b for burgandy but. I probably could.
Only problem I see with it is that some people will confuse their 'player number' (as you put it) with their army size. I doubt I would, but I can foresee that a lot of people will complain about that if it is implemented.
Re: Up the limit to 12 players.
Posted: Tue Apr 06, 2010 5:30 pm
by 2dimes
Yeah, someone will complain no matter what. The player number is the one that is small, on the left and you can turn it on and off. I'm sure there will still be people complaining and mixing them up.
In my opinion there's only two times color's critical. When my team mates color can be confused with a foe or I'm about to take someone out in terminator and he's got one hiding somewhere else on the map where I might miss one territory.
Re: Up the limit to 12 players.
Posted: Fri Apr 09, 2010 3:59 pm
by JoshyBoy
Can you imagine a 12-man doodle earth game? Or even on Luxembourg.
Re: Up the limit to 12 players.
Posted: Fri Apr 09, 2010 8:44 pm
by jsholty4690
I'd like to see a 12 man assassin game on Doodle Earth.
Re: Up the limit to 12 players.
Posted: Sat Apr 10, 2010 3:39 am
by Halmir
The concept is great - the reality of playing a 12 player map where 6 noobs time out without taking a turn at the start could be more painful lol, you'd be there for a month waiting for round 4

If u join a Doodle Earth game that's got 10 or 12 players then u will know to expect mayhem. That works for me.
Dunno if it's possible to code something where the enemy troops are highlighted, backlighted or flash on the screen if u float ur mouse pointer over their name or player colour?
I like the idea, just think of all those points for winning a Standard game

:D:D
Re: Up the limit to 12 players.
Posted: Sat Apr 10, 2010 4:00 pm
by jrh_cardinal
it has already been stated that this isn't feasible for a lot of small maps, plus maps like feudal epic and City Mogul. However, this is not a problem in terms of allowieng 12 player games, there are already at least 4 maps that only allow 6 players or fewer (AOR's and Feudal War)
I love Halmir's idea of being able to "highlight" a specific foe's troops......too bad it's already in BOB