Moderator: Cartographers
lackattack wrote:Army Grant Formula - Not too big on this because it messes with basic gameplay instructions. How badly do we really want it?
Evil DIMwit wrote:lackattack wrote:Army Grant Formula - Not too big on this because it messes with basic gameplay instructions. How badly do we really want it?
Now that I come to think of it, anything useful that might come of this can probably be done with the new collections feature, so not really.
I'll try not to mess with the basic formula too much
Telvannia wrote:Suggestion Idea:
Being able to fight of large territories using lots of smaller ones.
Description:
In a game being able to attack one territory and to conquor it you would have to take all the smaller ones with in it. For example on the world map when you attacked Britain you would have to win a fight on the British map in order to control it.
Why It Should Be Considered: It has the potential to create more interesting/reaslistic maps and new gameplay options.
Lack Label (Mod Use):
<continent>
...
</continent>
<objective>
<name>West Coast</name>
<turns>3</turns>
<components>
<component>Burkina Faso</component>
<component>Benin</component>
<component>Ghana</component>
<component>Liberia</component>
<component>Guinea</component>
<component>Senegal</component>
<component>Mauritania</component>
<component>Western Sahara</component>
<component>Morocco</component>
</components>
</objective>
<country>
...
</country>
fluffybunnykins wrote:maybe this has been suggested already, but... (I did read up to p8!)
Add on to the 'Final Objective' idea...
Objective must be held for a set number of turns
eg:
- Code: Select all
<continent>
...
</continent>
<objective>
<name>West Coast</name>
<turns>3</turns>
<components>
<component>Burkina Faso</component>
<component>Benin</component>
<component>Ghana</component>
<component>Liberia</component>
<component>Guinea</component>
<component>Senegal</component>
<component>Mauritania</component>
<component>Western Sahara</component>
<component>Morocco</component>
</components>
</objective>
<country>
...
</country>
0 would mean you win the game on conquering the territory(ies)
1 means you win if you still hold the objective by the time your next turn comes round... etc.
Why? it would make the new idea more flexible and make for some exciting 'do or die' episodes near the end of the game.
Lack label:
Wisse wrote:
Suggestion Idea: Starting Neutral Territories shuffle
Description: Have a few countries that could have a neutral bonus on the start, but you don't want all, just one or two
Why It Should Be Considered: It would be great for some continents that you don't want let someone have at the start
(i don't mean you would use it on everycontinent)
Lable for lack:
fluffybunnykins wrote:maybe this has been suggested already, but... (I did read up to p8!)
Add on to the 'Final Objective' idea...
Objective must be held for a set number of turns
eg:
- Code: Select all
<continent>
...
</continent>
<objective>
<name>West Coast</name>
<turns>3</turns>
<components>
<component>Burkina Faso</component>
<component>Benin</component>
<component>Ghana</component>
<component>Liberia</component>
<component>Guinea</component>
<component>Senegal</component>
<component>Mauritania</component>
<component>Western Sahara</component>
<component>Morocco</component>
</components>
</objective>
<country>
...
</country>
0 would mean you win the game on conquering the territory(ies)
1 means you win if you still hold the objective by the time your next turn comes round... etc.
Why? it would make the new idea more flexible and make for some exciting 'do or die' episodes near the end of the game.
Lack label:
[*] re-initializing the game if someone starts off with an objective
dominationnation wrote:why not have all objectives automaticly neutral
lackattack wrote:dominationnation wrote:why not have all objectives automaticly neutral
not good. what if an objective is to hold 3 "normal" continents? let's keep objectives flexible.
i think what i might do is try to avoid dealing out an objective, "re-shuffling" up to say 10 times if necessary. that should drastically reduce fluke wins and avoid any potential infinite loops.
lackattack wrote:Nice idea yeti, but I might leave that to the GM scripts to save time as I need to get this in quickly.
I was just testing objectives on the test site and I realized that I've programmed it to end the game with no points on terminator games.
What should happen when you reach a map objective in a Terminator or Assassin game? Full points or no points???
<country>
<name>Yellow King</name>
<borders>
<border>Y2</border>
</borders>
<bombardments>
<bombardment>Red King</bombardment>
</bombardments>
<coordinates>
<smallx>184</smallx>
<smally>283</smally>
<largex>219</largex>
<largey>332</largey>
</coordinates>
</country>
2007-05-22 09:04:01 - lackattack bombarded Red King from Yellow King and annihilated BeerMeNow's armies
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
<overrules>
<overrule>Any 2 Kings</overrule>
<overrule>Any 3 Kings</overrule>
</overrules>
</continent>
Wisse wrote:Suggestion Idea: Starting Neutral Territories shuffle
Coleman wrote:I have a solution for non-deployable territories. When that is all you have left you lose. Period.
lackattack wrote:Coleman wrote:I have a solution for non-deployable territories. When that is all you have left you lose. Period.
Interesting, but it will have to wait for next time...
lackattack wrote:Collections / X of Y Bonus
Instead of introcuing a new <collections> tag how about adding a "required" (or "quantity"?) tag to <continent>, like this:
- Code: Select all
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
This will require a bit more XML but is more flexible and similar to what we already have. Comments?
Evil DIMwit wrote:lackattack wrote:Collections / X of Y Bonus
Instead of introcuing a new <collections> tag how about adding a "required" (or "quantity"?) tag to <continent>, like this:
- Code: Select all
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
This will require a bit more XML but is more flexible and similar to what we already have. Comments?
It's not clear to me in what way this is more flexible than the current collection system. It seems to me like more of a hassle to put every bonus separately.
yeti_c wrote:Evil DIMwit wrote:lackattack wrote:Collections / X of Y Bonus
Instead of introcuing a new <collections> tag how about adding a "required" (or "quantity"?) tag to <continent>, like this:
- Code: Select all
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
This will require a bit more XML but is more flexible and similar to what we already have. Comments?
It's not clear to me in what way this is more flexible than the current collection system. It seems to me like more of a hassle to put every bonus separately.
It has to be taken into consideration with the <overrules> bit as well I reckon.
C.
Users browsing this forum: No registered users