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Conquer Club • [Abandoned] - Maze Craze - Page 11
Page 11 of 13

Re: MAZE CRAZE - Small(v.15 pg. 1,16) [I,Gp]

Posted: Tue May 20, 2008 5:04 am
by WidowMakers
yeti_c wrote:If it's an objective - I severely doubt anyone will go for it - as it's nigh on impossible to hold...

If it's a bonus - then I think it's more likely...

(I know it's the same - but the psychology of "winning" the game - and getting a huge bonus are different for people to break it)

C.
I like the bonus as well.

WM

Re: MAZE CRAZE - Small(v.15 pg. 1,16) [I,Gp]

Posted: Sun May 25, 2008 10:06 pm
by WidowMakers
Waiting for XML update. While we wait lets figure this out

What is everyone opinion on:

  • The Subgroup bonuses?
  • The layout?
  • The colors?
  • The territory bonuses (currently 1 per 10 terts)?
  • The entire color group bonuses?
  • Neutral respawn count (currently 30)
  • Hold shortest route = WIN THE GAME or +454 bonus?
  • Anything Else?

Decided:
  • Hold shortest route = +454 bonus (454 for the number of terts on the map)

Thanks
WM

Re: MAZE CRAZE - Small(v.15 pg. 1,16) [I,Gp]

Posted: Sun May 25, 2008 10:13 pm
by oaktown
Hey Wid, when you have what looks like your more-or-less final bonuses/gameplay, please call me in to take a look... I don't want to be guilty of prematurely stamping another map. 8-[

Re: MAZE CRAZE - Small(v.15 pg. 1,16) [I,Gp]

Posted: Sun May 25, 2008 10:15 pm
by WidowMakers
oaktown wrote:Hey Wid, when you have what looks like your more-or-less final bonuses/gameplay, please call me in to take a look... I don't want to be guilty of prematurely stamping another map. 8-[

I will call. The problem is I can't have the final bonus if no one comments. Currently this is where we are. There has been some discussion but I don't know if this is the best. Bonuses are not my best suit.

WM

Re: MAZE CRAZE [I] - Small(v.11 pg. 1,11)

Posted: Sun May 25, 2008 10:17 pm
by WidowMakers
oaktown wrote:I'm cool with the colors... I appreciate that you can tell what is what based on the location of the colors in the legend.

Has it been determined that, in fact, you can start with one neutral and then they reset to a different value?

And since I've posted on fifteen map threads in the last three hours without giving out any stamps, I'm feeling generous.

Image
You already stamped it anyway. page 11

WM

Re: MAZE CRAZE [I] - Small(v.11 pg. 1,11)

Posted: Mon May 26, 2008 3:11 pm
by oaktown
WidowMakers wrote:You already stamped it anyway. page 11

WM

That's exactly my point... we're currently dealing with situation in which i stamped a map, the mapmaker made a significant gameplay change, and now the map has been pulled from play... though certainly not just because of that change. Since there seem to be fairly significant gameplay changes being made post-stamp, I'd like to take a look before it's forged so I can say I've signed off on the final gameplay features.

Re: MAZE CRAZE - Small(v.15 pg. 1,16) [I,Gp]

Posted: Mon May 26, 2008 4:15 pm
by TaCktiX
Due to the increasing complexity in maps, I would suggest that instead of one-time signoff that the Gameplay C.A. be able to temporarily remove his stamp if bad gameplay issues that have been found aren't fixed yet. But that's just my thinking.

This map's possible imbalances are offset by the large amount of territory to capture and attack through, I think. A close look at possibilities is needed though.

Re: MAZE CRAZE [I] - Small(v.11 pg. 1,11)

Posted: Mon May 26, 2008 5:50 pm
by WidowMakers
oaktown wrote:
WidowMakers wrote:You already stamped it anyway. page 11

WM

That's exactly my point... we're currently dealing with situation in which i stamped a map, the mapmaker made a significant gameplay change, and now the map has been pulled from play... though certainly not just because of that change. Since there seem to be fairly significant gameplay changes being made post-stamp, I'd like to take a look before it's forged so I can say I've signed off on the final gameplay features.

I was just joking.

Are there any other issues anyone see besides stamp issues?

WM

Re: MAZE CRAZE [I] - Small(v.11 pg. 1,11)

Posted: Mon May 26, 2008 9:03 pm
by AndyDufresne
WidowMakers wrote: You already stamped it anyway. page 11 :P :P :D :D

WM

Those added smileys might help. ;)

As for the map specifically, I look forward to when we get the XML update...whenever Lack can find some time. :) I'll comment a little more on the posted talking points on the few previous pages in some time.


--Andy

Re: MAZE CRAZE - Small(v.15 pg. 1,16) [I,Gp]

Posted: Wed Jun 04, 2008 10:25 pm
by WidowMakers
Well I know this map will not make FF until teh XML is done. And since the XML feature that is required is not yet implemented, this map will not make FF for a while.

Regardless i would still liek to have input towards gameplay. That way once the XML is ready, the FF and Quenching process will go rather quickly.

So I will ask again to refresh memories and for those who might not have been following the map.

Gameplay:
    1) All gray terts start out neutral with a value of 3 (current value/can be discussed)
    2) Once those are conquered they respawn to 30 (current value/can be discussed) at the start of the occupying players turn
    3) Bonuses are obtained by holding color subgroups/entire color groups/start/finish/all terts along the path between the start and finish
    4) Standard bonuses (1 army per 3 terts held) has been changed to 1 army per 10 held (current value/can be discussed)
    5) Start to Finish = 454 because the map has 454 terts

So please discuss the areas above and the bonus values for subgroups and color groups if you feel they need to be adjusted.

Thanks for the comments.

Current Map image
Image

WM

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Fri Jun 06, 2008 8:30 am
by sam_levi_11
i really want top play this. the sub bonus' add something unique. but can the grey armies attack any colour terit bordering as there seems to be nothing to stop them?

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Fri Jun 06, 2008 8:28 pm
by WidowMakers
sam_levi_11 wrote:[1]i really want top play this. [2]the sub bonus' add something unique. [3]but can the grey armies attack any colour terit bordering as there seems to be [4]nothing to stop them?

    1)I am glad you like it
    2) The sub bonuses are there to allow players to get a bonus without needing to alway hold teh entire color group
    3) Every tert can attack UDLR (see legend)
    4) That is the point

WM

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Fri Jun 13, 2008 7:14 pm
by laci_mae
I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?

Thanks,
Laci

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Fri Jun 13, 2008 7:44 pm
by WidowMakers
laci_mae wrote:I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?

Thanks,
Laci

As far as I know, they are gone

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Sat Jun 14, 2008 1:29 am
by whitestazn88
what happens if/when the so called zombie neutrals become implemented???

everyone gets screwed????

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Sat Jun 14, 2008 2:38 am
by yeti_c
WidowMakers wrote:
laci_mae wrote:I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?

Thanks,
Laci

As far as I know, they are gone


Incorrect - the last person who has taken a territory off of the person who gets killed - gets both Cards & Points (if termy) & Kill (if assassin)

C.

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Mon Jun 16, 2008 8:08 pm
by laci_mae
yeti_c wrote:
WidowMakers wrote:
laci_mae wrote:I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?

Thanks,
Laci

As far as I know, they are gone


Incorrect - the last person who has taken a territory off of the person who gets killed - gets both Cards & Points (if termy) & Kill (if assassin)

C.


Thanks Yeti! That makes more sense. I figured it had to be zero sum.
LMR

Re: MAZE CRAZE - Need Gameplay Comments (v.15 pg. 1,18) [I,Gp]

Posted: Wed Jul 30, 2008 10:27 pm
by WidowMakers
Even thought the XML update for this map is not here, I figured I would get the maps done so that we would be that much closer. Plus i wanted to cross it off of my list to do.

If there is any more discussion please feel free to comment.
    -Currently the neutrals start with 2 and reset to 30 (Needs XML update)
    -There are 454 territories on the map
    -color groups are broken up into subgroups of 4 to 7 connected territories each.
    -If you hold the dotted path from start to finish you get +454
    -Plus 1 territory from each subgroup will be a starting neutral. This will prevent anyone from starting with to large of a bonus.

All of the numbers are still up in the air. Please give feedback. Once the XML is done it will be a quick QUENCH.

Here is version 16
Large
[bigimg]http://img295.imageshack.us/img295/8891/mc16lyb0.png[/bigimg]
[bigimg]http://img509.imageshack.us/img509/6112/mc16armieslei9.png[/bigimg]
Small
[bigimg]http://img507.imageshack.us/img507/1774/mc16shn6.png[/bigimg]
[bigimg]http://img214.imageshack.us/img214/7991/mc16armiesscy0.png[/bigimg]

Image

Re: MAZE CRAZE - Waiting for XML Update (v.16 pg. 1,18) [I,Gp]

Posted: Wed Jul 30, 2008 10:35 pm
by edbeard
perfect

1. none of the bonuses are obviously 'off'

2. all the graphics are =fingers together on the lips= muah =fingers fly off lips=

3. start to finish route is totally clear


only way to know how the gameplay is going to be is to let it loose in the real world

Re: MAZE CRAZE - Waiting for XML Update (v.16 pg. 1,18) [I,Gp]

Posted: Fri Aug 01, 2008 9:41 am
by max is gr8
Why has it stopped being the winning condition?

Re: MAZE CRAZE - Waiting for XML Update (v.16 pg. 1,18) [I,Gp]

Posted: Fri Aug 01, 2008 3:33 pm
by WidowMakers
max is gr8 wrote:Why has it stopped being the winning condition?
It is not set in stone but I like the idea of getting 454 armies more than winning. But I am not stuck to it. if there is enough desire we can have a vote. But I want to wait for a bit until we get more input.

Re: MAZE CRAZE - Waiting for XML Update (v.16 pg. 1,18) [I,Gp]

Posted: Fri Aug 01, 2008 11:04 pm
by bbqpenguin
WidowMakers wrote:
max is gr8 wrote:Why has it stopped being the winning condition?
It is not set in stone but I like the idea of getting 454 armies more than winning. But I am not stuck to it. if there is enough desire we can have a vote. But I want to wait for a bit until we get more input.


i, also, prefer the 454 bonus. there's something about conditional victories that turns me off

Re: MAZE CRAZE - Waiting for XML Update (v.16 pg. 1,18) [I,Gp]

Posted: Sun Aug 03, 2008 3:12 pm
by InkL0sed
Don't know if anyone has pointed this out - but if you look at the Start and Finish boxes, there are armies in the corners, as if there was a territory there...

PS. I'm talking about the large map's number test.

Re: MAZE CRAZE - Waiting for XML Update (v.16 pg. 1,18) [I,Gp]

Posted: Sun Aug 03, 2008 3:22 pm
by pepperonibread
There's also something weird going on in territory H11 (large map test). Looks like there's a neutral 2 under the 88.

Re: MAZE CRAZE - Waiting for XML Update (v.16 pg. 1,18) [I,Gp]

Posted: Sun Aug 03, 2008 6:30 pm
by WidowMakers
InkL0sed wrote:Don't know if anyone has pointed this out - but if you look at the Start and Finish boxes, there are armies in the corners, as if there was a territory there...

PS. I'm talking about the large map's number test.

pepperonibread wrote:There's also something weird going on in territory H11 (large map test). Looks like there's a neutral 2 under the 88.
Yes. These are just dummy numbers. They are there to show what it will look like. There has been no XML doen yet. So don't worry about them

Image