[Abandoned] - Trench Warfare!
Posted: Fri Aug 01, 2008 9:51 pm
Mod Note:Abandoned - If resurrected, this one must be checked again.
Trench Warfare!
A new map by mibi (concept and graphics), Incandenza (gameplay and logistics), and yeti_c (XML)
Note: I will be keeping the FAQ at the bottom of this post updated in a vain attempt to head off already-asked questions. Please check the FAQ!
Everybody is rushing, running, trying to escape almost certain death in this hail of enemy shells. Today I have seen the real face of war.
-- German Musketeer Hans Otto Schetter
Anyone who says he enjoys this kind of thing is either a liar or a madman.
-- Captain Harry Yoxall, Kings Royal Rifle Corps
The war is in stalemate, and chateau generals have abandoned maneuver for fortification. Trenches bristle with the rapid-fire weapons of the waning Edwardian Age as vast armies stare across the blasted expanse of No Man's Land at the enemy.
Only through the use of all the resources at your disposal will you attain victory on this most inhospitable of battlegrounds. Amass your armies in the trenches. Occupy the machine guns to blunt the enemy attack. Call for mortar strikes, reinforcements, and artillery barrages from your bunker. And when the time is right, lead your men across No Man's Land into the enemy trenches!
LATEST MAP
VERSION 5
Updates:
1. By glory of god some extra space has been found for the NML text and it was changed to"neutrals respawn at half their original strength if held for one round" I think this is sufficient.
2. Taking oaktowns suggestion on the machine gun text, it has been changed.
3. The machine gun in the MG grap[hic has been increased ever so slightly.
Large map:
VERSION 4
Updates:
1. Added a piece of wood to M11
2. Changed mortar wording to include trenches
3. Added some graphical elements to the Orders
4. Removed bunkers and foxholes from the mini graphic
http://img223.imageshack.us/img223/4117/trenchdraft7iz5.jpg
VERSION 3
Changes:
1. red line is a little more transparent.
2. All the bunkers are lined with wood. Cairns mentioned that some needed extra wood and someone else said it looked like you couldn't attack out of them because of their configuration, so now they all totally lined with wood, making the issue of travelling in and out a bit moot.
3. extra pixels at the bottom of the legend.
4. The machine gun graphic is changed to a farther zoomed out version, I don't know if this is any clearer. I am not a huge fan of it.
Large map:
http://img364.imageshack.us/img364/9063/trenchdraft6wn5.jpg
Large map w/neutrals:
http://img181.imageshack.us/img181/9849/tneutralol0.jpg
VERSION 2
Large map:
http://img517.imageshack.us/img517/7726/trench6ai0.jpg
Large map w/neutrals:
http://img517.imageshack.us/img517/4765/trench6nve7.jpG
VERSION 1
Large map:
http://img505.imageshack.us/img505/5535/trenchdraf5tjv2.jpg
Large map w/neutrals:
http://img233.imageshack.us/img233/8629/trenchdraf5neumj5.jpg
Small map:
http://img174.imageshack.us/img174/8197/trenchdraf5smalluo6.jpg
Number of territories
Starting: 24
Neutral: 190
Total: 214
Number of bonuses
12 Trenches (10 3-territory, 2 4-territory)
6 Machine Guns
2 Bunkers
2 Mortars
2 Reinforcements
2 Artillery
Total: 26
Unique gameplay features
All bonuses beyond basic territory count are autodeploy
Conditional autodeploy for trenches
Killer neutrals in No Man's Land that respawn to half their original value
Various types and ranges of bombardments
XML and related issues
Conditional XML would need to be implemented
Killer neutrals respawning to a different army count would need to be implemented
Territory names in the XML (and drop-downs, obviously) will follow a "Coordinate" "Evocative Description" format, i.e. "A-3 German Front", "B-7 German Bunker", "L-3 Allied Machine Gun", and so forth. Orders territories, having no coordinates, will simply be "Allied/German Mortar/Reinforcements/Artillery", as appropriate.
FAQ
Q: Why do all the trenches have neutrals in the middle territories?
A: To prevent bonuses on the drop.
Q: Why are all the bonuses autodeploy?
A: This creates a new type of gameplay, one suited to the particularities of trench warfare. Bonuses will be difficult to take but difficult to break. Resources must be husbanded and spent intelligently. As players amass armies, each must decide at what point to strike, for large-scale warfare is costly, and a broken offensive could lead to defeat. Plus, much like Arms Race, the bonus structure is set up so that even 8-player games will come down to a 1-on-1 battle across No Man's Land.
Q: Can the machine guns bombard other machine guns within their field of fire?
A: Yes, they most certainly can.
Q: Inc, I'm still not 100% sure what the machine guns can and cannot bombard. Can you help me out?
A: Sure thing. Here is the range for the Allied center machine gun. Here are the ranges for the Allied side machine guns. Obviously the German machine guns would bombard in the same fashion.
Q: Why Germans and Allies? What about the Austrians/Russians/Ottomans/Italians/etc.?
A: As this is an abstraction of a Western Front battleground, the only applicable armies are Germans on one side, British and French Allies on the other. Certainly there were other countries involved with World War One, but an intricate parsing of such belongs in a WWI discussion thread, not here.
Q: How about putting landmines in No Man's Land?
A: Questions of historical importance aside, landmines are pretty worthless and easily avoidable if everyone knows exactly where they are, and given that this map already has a couple of XML elements that haven't been loaded yet, randomized XML is not something we're prepared to wait for.
Q: What about airplanes?
A: Given the vast artillery bombardments undertaken by both sides before and during offensives, aerial bombing would be like throwing a Molotov cocktail into a forest fire.
Q: What the hell are you doing posting a map, Inc?
A: mibi has brought me on as gameplay consultant and general map manager. I'll be the one updating this post, doing a lot of the interacting with posters, and handling all logistical issues that arise during the course of development.
Trench Warfare!
A new map by mibi (concept and graphics), Incandenza (gameplay and logistics), and yeti_c (XML)
Note: I will be keeping the FAQ at the bottom of this post updated in a vain attempt to head off already-asked questions. Please check the FAQ!
Everybody is rushing, running, trying to escape almost certain death in this hail of enemy shells. Today I have seen the real face of war.
-- German Musketeer Hans Otto Schetter
Anyone who says he enjoys this kind of thing is either a liar or a madman.
-- Captain Harry Yoxall, Kings Royal Rifle Corps
The war is in stalemate, and chateau generals have abandoned maneuver for fortification. Trenches bristle with the rapid-fire weapons of the waning Edwardian Age as vast armies stare across the blasted expanse of No Man's Land at the enemy.
Only through the use of all the resources at your disposal will you attain victory on this most inhospitable of battlegrounds. Amass your armies in the trenches. Occupy the machine guns to blunt the enemy attack. Call for mortar strikes, reinforcements, and artillery barrages from your bunker. And when the time is right, lead your men across No Man's Land into the enemy trenches!
LATEST MAP
VERSION 5
Updates:
1. By glory of god some extra space has been found for the NML text and it was changed to"neutrals respawn at half their original strength if held for one round" I think this is sufficient.
2. Taking oaktowns suggestion on the machine gun text, it has been changed.
3. The machine gun in the MG grap[hic has been increased ever so slightly.
Large map:
VERSION 4
Updates:
1. Added a piece of wood to M11
2. Changed mortar wording to include trenches
3. Added some graphical elements to the Orders
4. Removed bunkers and foxholes from the mini graphic
http://img223.imageshack.us/img223/4117/trenchdraft7iz5.jpg
VERSION 3
Changes:
1. red line is a little more transparent.
2. All the bunkers are lined with wood. Cairns mentioned that some needed extra wood and someone else said it looked like you couldn't attack out of them because of their configuration, so now they all totally lined with wood, making the issue of travelling in and out a bit moot.
3. extra pixels at the bottom of the legend.
4. The machine gun graphic is changed to a farther zoomed out version, I don't know if this is any clearer. I am not a huge fan of it.
Large map:
http://img364.imageshack.us/img364/9063/trenchdraft6wn5.jpg
Large map w/neutrals:
http://img181.imageshack.us/img181/9849/tneutralol0.jpg
VERSION 2
Large map:
http://img517.imageshack.us/img517/7726/trench6ai0.jpg
Large map w/neutrals:
http://img517.imageshack.us/img517/4765/trench6nve7.jpG
VERSION 1
Large map:
http://img505.imageshack.us/img505/5535/trenchdraf5tjv2.jpg
Large map w/neutrals:
http://img233.imageshack.us/img233/8629/trenchdraf5neumj5.jpg
Small map:
http://img174.imageshack.us/img174/8197/trenchdraf5smalluo6.jpg
Number of territories
Starting: 24
Neutral: 190
Total: 214
Number of bonuses
12 Trenches (10 3-territory, 2 4-territory)
6 Machine Guns
2 Bunkers
2 Mortars
2 Reinforcements
2 Artillery
Total: 26
Unique gameplay features
All bonuses beyond basic territory count are autodeploy
Conditional autodeploy for trenches
Killer neutrals in No Man's Land that respawn to half their original value
Various types and ranges of bombardments
XML and related issues
Conditional XML would need to be implemented
Killer neutrals respawning to a different army count would need to be implemented
Territory names in the XML (and drop-downs, obviously) will follow a "Coordinate" "Evocative Description" format, i.e. "A-3 German Front", "B-7 German Bunker", "L-3 Allied Machine Gun", and so forth. Orders territories, having no coordinates, will simply be "Allied/German Mortar/Reinforcements/Artillery", as appropriate.
FAQ
Q: Why do all the trenches have neutrals in the middle territories?
A: To prevent bonuses on the drop.
Q: Why are all the bonuses autodeploy?
A: This creates a new type of gameplay, one suited to the particularities of trench warfare. Bonuses will be difficult to take but difficult to break. Resources must be husbanded and spent intelligently. As players amass armies, each must decide at what point to strike, for large-scale warfare is costly, and a broken offensive could lead to defeat. Plus, much like Arms Race, the bonus structure is set up so that even 8-player games will come down to a 1-on-1 battle across No Man's Land.
Q: Can the machine guns bombard other machine guns within their field of fire?
A: Yes, they most certainly can.
Q: Inc, I'm still not 100% sure what the machine guns can and cannot bombard. Can you help me out?
A: Sure thing. Here is the range for the Allied center machine gun. Here are the ranges for the Allied side machine guns. Obviously the German machine guns would bombard in the same fashion.
Q: Why Germans and Allies? What about the Austrians/Russians/Ottomans/Italians/etc.?
A: As this is an abstraction of a Western Front battleground, the only applicable armies are Germans on one side, British and French Allies on the other. Certainly there were other countries involved with World War One, but an intricate parsing of such belongs in a WWI discussion thread, not here.
Q: How about putting landmines in No Man's Land?
A: Questions of historical importance aside, landmines are pretty worthless and easily avoidable if everyone knows exactly where they are, and given that this map already has a couple of XML elements that haven't been loaded yet, randomized XML is not something we're prepared to wait for.
Q: What about airplanes?
A: Given the vast artillery bombardments undertaken by both sides before and during offensives, aerial bombing would be like throwing a Molotov cocktail into a forest fire.
Q: What the hell are you doing posting a map, Inc?
A: mibi has brought me on as gameplay consultant and general map manager. I'll be the one updating this post, doing a lot of the interacting with posters, and handling all logistical issues that arise during the course of development.