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drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
natty_dread wrote:So... if you lose your commander, but are still alive down in the map, is there anyway to regain a commander, or is the game practically over for you since you can't fully eliminate anyone?
Industrial Helix wrote:Hmm... I like where you're going and it's given me a few thoughts.
1) What if the Commanders reduced by 1 per round. It's XML possible. Obviously, this puts in a failsafe to allow a player to win on the large map and be able to allow the reduction do its work for him (without territories a player receives no armies). Players would have to be mindful of not getting eliminated by default in the commander thing as it is a valuable resource, it works like having commmanders in real life, you have to keep their loyalty.
2) Beijing or Xhaanxi (need to fix it so it says Shaanxi) attacks CCP and Nanjing attacks GMD. It adds a little more value to each respective capitol but like you said, we don't want the PAF thing going on here. Might be an idea worth coupling with the commander reducers?
3) Adding another territory as a neutral. Maybe below the Soviet/USA support blocks, call it something like "Party/Faction Loyalty" or "Vote of No-Confidence" so it acts similar to the CCP or GMD losing faith or replacing in a commander. The "Party Loyalty" can border the same CCP/GMD territories that the Commanders one way attack.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
Industrial Helix wrote:As for the decay on the commanders... it's an idea still to be toyed with. What I'm hoping to achieve is something along the lines of the Third Crusade map where each player has a base of men to start with and initially carve out his sphere of influence.
...
I wonder if a player does abandon his commander if it would even matter.... What about the opposite where commanders autodeploy 1 per turn. This will make them powerful, and given that after 5 rounds a player holds some chance of gaining external support too dangerous to ignore.
The general idea of having commander and map aspects is that I want a player to have to manage more than just a map, unlike most CC games.
Industrial Helix wrote:Yep, you are correct. Hopefully my diagram will help...
Industrial Helix wrote:...
So yeah, to be honest, I'd prefer blue area attacks GMD party loyalty and Red area attacks red party loyalty. I think I'm goign to have to add three non-city
territories to the GMD though.
MarshalNey wrote:Industrial Helix wrote:Yep, you are correct. Hopefully my diagram will help...
Nice diagram ... you should put that on the original post (although maybe show the commanders attacking the cities)Industrial Helix wrote:...
So yeah, to be honest, I'd prefer blue area attacks GMD party loyalty and Red area attacks red party loyalty. I think I'm goign to have to add three non-city
territories to the GMD though.
Sounds good.
I still think the neutral numbers are a bit high for the loyalty/support dynamic to really come into play, but I could be wrong. Incidentally, did you consider differing neutral values for the USA and Soviet, considering the Soviets were more inclined to help? It might be hard to balance out, but I'm throwing the idea out there anyway.
MarshalNey wrote:I really think your map has enough kinks worked out to move forward... what needs to be done in order to accomplish this?
Was there any other aspect to the gameplay that you were searching for (resource gathering was mentioned near the beginning of the thread)?
Industrial Helix wrote:I need to figure out some sort of symbol for each commander in Russia... a little help?
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