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Re: Conquer Club Hell

Posted: Sun May 18, 2008 9:29 am
by DaGip
You could have territories like:

CC 666
CC696
cc666
C C696
CC666
Cc 6 6 6
cC 6 6 6...ad infinitum :twisted:

and maybe the map could look something like this!

Image

Re: Conquer Club Hell

Posted: Sun May 18, 2008 10:27 am
by dustn64
I was thinking more like this.



Image

Quench?

Re: Conquer Club Hell

Posted: Sun May 18, 2008 10:45 am
by DaGip
dustn64 wrote:I was thinking more like this.



Image

Quench?


Needs some refinement, a bit to organized for me, needs more abstractness to it. I don't mind parts of the board being linear and organized, but I would like to see part of the board drift off into chaos. I also like the idea of Alcatraz and Dante's Hell...but I would maybe refine that in such a way like the radiation territories in North America Apocalypse map, where you receive negative armies for holding it, but if you grab certain areas and hold them, you get a ridiculous BONUS if you can do it! Like a hundred armies or something stupidly absurd like that.

Re: Conquer Club Hell

Posted: Sun May 18, 2008 1:19 pm
by jarrett155
every territory is a -1 bonus. hold them all for a +100000000000000000 bonus

Re: Conquer Club Hell

Posted: Sun May 18, 2008 1:25 pm
by fireedud
jarrett155 wrote:every territory is a -1 bonus. hold them all for a +100000000000000000 bonus



find the secret territtorry for an automatic win.

Re: Conquer Club Hell

Posted: Sun May 18, 2008 7:23 pm
by rocky mountain
jarrett155 wrote:every territory is a -1 bonus. hold them all for a +100000000000000000 bonus

if you hold them all, you win...

Re: Conquer Club Hell

Posted: Sun May 18, 2008 7:30 pm
by Gilligan
rocky mountain wrote:
jarrett155 wrote:every territory is a -1 bonus. hold them all for a +100000000000000000 bonus

if you hold them all, you win...


That can be the point. There's the huge bonus that you can never get :twisted:

Re: Conquer Club Hell

Posted: Sun May 18, 2008 7:50 pm
by wcaclimbing
DaGip wrote:
Needs some refinement, a bit to organized for me, needs more abstractness to it. I don't mind parts of the board being linear and organized, but I would like to see part of the board drift off into chaos. I also like the idea of Alcatraz and Dante's Hell...but I would maybe refine that in such a way like the radiation territories in North America Apocalypse map, where you receive negative armies for holding it, but if you grab certain areas and hold them, you get a ridiculous BONUS if you can do it! Like a hundred armies or something stupidly absurd like that.


Parallel lines can attack eachother.

Each territory can attack others of the same color, as long as they are an odd number of spaces away.

Black territories can bombard.
white territories decay.
dark blue is autodeploy.

each long black line is a territory/ it can attack all neighboring territories and lines that intersect it.

Re: Conquer Club Hell

Posted: Sun May 18, 2008 8:05 pm
by wrestler1ump
All of the worst players could have their own lair named after them.

Re: Conquer Club Hell

Posted: Sun May 18, 2008 8:38 pm
by jarrett155
yes the point of my bonus was to be a bonus you could never get.

Re: Conquer Club Hell

Posted: Sun May 18, 2008 9:04 pm
by DaGip
jarrett155 wrote:yes the point of my bonus was to be a bonus you could never get.


So what? Have super large bonuses in the beginning while they are diminished during gameplay? I don't know how that would work out precisely.

Each player starts out with 666 armies and you get a -10 bonus for each territory held unless you hold The Void/territory(s?), but the VOid(s?) trap your troops like ALcatraz.

But maybe you could RELEASE them from the Void if you do something else, like take over Pentagrams or something?

Or maybe certain Pentagrams are linked to Voids and as long as you are on those two territories, you can attack with those troops, but if you do not hold them, then your troops are all trapped until you can find a way to release them or unleash them from the Void?

Re: Conquer Club Hell

Posted: Sun May 18, 2008 10:02 pm
by DaGip
Or how about Voids accumulate neutral troops each turn and if you take over a certain Pentagram or something, the troops convert to your color and you can unleash them from the Void?

or

Voids and Pentagrams start out with Neutral armies that accumulate every turn and if you defeat armies on a Pentagram your troops become neutral on the Pentagram but the are exchanged for the troops in the Void? (and vice versa?) And you can only enter the Void through a Pentagram? #-o

Re: Conquer Club Hell

Posted: Sun May 18, 2008 11:13 pm
by dustn64
wrestler1ump wrote:All of the worst players could have their own lair named after them.



edit

Re: Conquer Club Hell

Posted: Mon May 19, 2008 10:00 am
by bryguy
i like the idea of an incredibly complex map, but i dont like dustns latest attempt ;)

Re: Conquer Club Hell

Posted: Mon May 19, 2008 10:09 am
by RjBeals
:shock:

Stupid Idea.Why waste your time on something like this. You could waste your time on an enjoyable map that people would play more than once.

Re: Conquer Club Hell

Posted: Mon May 19, 2008 6:12 pm
by DaGip
RjBeals wrote::shock:

Stupid Idea.Why waste your time on something like this. You could waste your time on an enjoyable map that people would play more than once.


Why don't you help think of ways that make it not so stupid, eh? I think it would be totally enjoyable, and others as well. The gameplay just has to be worked out...just brainstorming over the idea to see what comes up.

Re: Conquer Club Hell

Posted: Mon May 19, 2008 6:20 pm
by ParadiceCity9
Image

make that it

Re: Conquer Club Hell

Posted: Mon May 19, 2008 10:04 pm
by DaGip
ParadiceCity9 wrote:Image

make that it


Whoah! :shock: *insert subliminal now* :shock:

Re: Conquer Club Hell

Posted: Tue May 20, 2008 12:02 am
by tubaman
This sounds like an awesome idea (tell that pic to stop moving btw). The only thing is, make sure it's not too random. If there is literally 0% strategy and 100% luck, no one will play it. Well, I think some people would play it, but not many, certainly not me. I'd like atleast a little bit I can control. Other than that this sounds like a very uniquely fucking awesome map.

Re: Conquer Club Hell

Posted: Tue May 20, 2008 7:07 am
by bryguy
ParadiceCity9 wrote:Image

make that it


STOP MOVING!!!! *looks at moving part* oh much better.... OH NO! ANOTHER PART IS MOVING!!!!


since people around the foundry have always been wanting an animated map, it would be cool to have a map that DOESNT move, but LOOKS like it moves

Re: Conquer Club Hell

Posted: Tue May 20, 2008 11:16 pm
by jarrett155
wcaclimbing wrote:Image
the map is named "technicolor".
Each color is a continent.
Each pixel is a territory.
The territory names are ### x ###, using coordinates to name the territories.
The bonus for holding an entire color is equal to the number of countries (pixels) in that color.

Difficult enough for you?

The real hell about this one is that fact that there would be like 450000 territorys each needing their own lines of xml. poor programmer.

Re: Conquer Club Hell

Posted: Wed May 21, 2008 6:43 pm
by DaGip
jarrett155 wrote:
wcaclimbing wrote:Image
the map is named "technicolor".
Each color is a continent.
Each pixel is a territory.
The territory names are ### x ###, using coordinates to name the territories.
The bonus for holding an entire color is equal to the number of countries (pixels) in that color.

Difficult enough for you?

The real hell about this one is that fact that there would be like 450000 territorys each needing their own lines of xml. poor programmer.


For this to be an actual playable map (not that 450,000 territories wouldn't be playable) I think the idea of chaotic borders for a territory works well for me, that way you have to try and bust through other opponents to try and grab part of your territory half way across the board. That is a good scheme. And that would be hellish, but not overly torturous that you would be dissuaded to play it.

Re: Conquer Club Hell

Posted: Thu May 22, 2008 8:20 am
by bryguy
heh, the real thing that would make that really hard, is u wouldnt know where u would be at if the picture was the one posted in quote above, cause all the numbers would overlap

Re: Conquer Club Hell

Posted: Thu May 22, 2008 4:50 pm
by DaGip
bryguy wrote:heh, the real thing that would make that really hard, is u wouldnt know where u would be at if the picture was the one posted in quote above, cause all the numbers would overlap


Definitely need a different mapping scheme, but I like using just about the same colours as the players. A little camouflage action would be a hellish aspect, and I think it would still be fun as you would know that that is one of the intended quirks of the board.

My Window's Paint version looks like this if you hadn't already seen it:

Image

Re: Conquer Club Hell

Posted: Thu May 22, 2008 5:02 pm
by dustn64
ParadiceCity9 wrote:Image

make that it

QuenchQuenchQuenchQuenchQuenchQuenchQuenchQuenchQuenchQuenchQuench