Research & Conquer [24 Oct 2013] V37 pg 103

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Re: New concept: Research

Postby t-o-m on Thu Sep 11, 2008 11:53 am

Androidz wrote:Don't mean to be the badass here but, do you know how small the map is gonna be?

Lets say 8 players..8 tech trees?

One small map?

It'll be fine i think.
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Re: New concept: Research

Postby Androidz on Thu Sep 11, 2008 11:59 am

t-o-m wrote:
Androidz wrote:Don't mean to be the badass here but, do you know how small the map is gonna be?

Lets say 8 players..8 tech trees?

One small map?

It'll be fine i think.


Maybe, maybe not only time will show:)
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Re: New concept: Research

Postby eigenvector on Thu Sep 11, 2008 12:03 pm

I like this very much. Great idea!

I was just thinking of something a bit similar. Will post more tech ideas later..
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Re: New concept: Research

Postby yeti_c on Thu Sep 11, 2008 12:05 pm

Another thought I had - Spies could perhaps bombard the tech trees too!?

Problem with that - is that you could grab the opposing spy - and bombard your tech tree - which can reduce the amount of research you can do.

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Re: New concept: Research

Postby eigenvector on Thu Sep 11, 2008 12:07 pm

yeti_c wrote:Another thought I had - Spies could perhaps bombard the tech trees too!?

Problem with that - is that you could grab the opposing spy - and bombard your tech tree - which can reduce the amount of research you can do.

C>


Wouldn't these be saboteurs rather than spies?
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Re: New concept: Research

Postby OliverFA on Thu Sep 11, 2008 12:11 pm

Ok. There is an example. To make it simpler let's suppose just two techs. The geographical area is just a normal map, so I won't represent it. As colour codesr don't work with the Code tag, I will use blind colour codes.

Turn 0
That is the starting deployment. Each tech has neutrals equal to its difficulty.
Code: Select all
+----------+ +---------+ +---------+
| Red  Lab | | Tech 1  | | Tech 2  |
|    r1    | |  n100   | |  n500   |
+----------+ +---------+ +---------+

+----------+ +---------+ +---------+
| Blue Lab | | Tech 1  | | Tech 2  |
|    b1    | |  n100   | |  n500   |
+----------+ +---------+ +---------+


Turn 1
Red decides to turn 10 of his reinforcements into research units and deploys them in the lab.
Code: Select all
+----------+ +---------+ +---------+
| Red  Lab | | Tech 1  | | Tech 2  |
|   r11    | |  n100   | |  n500   |
+----------+ +---------+ +---------+

+----------+ +---------+ +---------+
| Blue Lab | | Tech 1  | | Tech 2  |
|    b1    | |  n100   | |  n500   |
+----------+ +---------+ +---------+


Red now attacks Tech 1 from Red Lab (aja researchs Tech 1) with the following result:
Code: Select all
+----------+ +---------+ +---------+
| Red  Lab | | Tech 1  | | Tech 2  |
|    r3    | |   n87   | |  n500   |
+----------+ +---------+ +---------+

+----------+ +---------+ +---------+
| Blue Lab | | Tech 1  | | Tech 2  |
|    b1    | |  n100   | |  n500   |
+----------+ +---------+ +---------+


This turn, Red scientifics have progressed 13 resarch units towards Tech 1. Next turn red can deploy more reinforcements in red lab and try again. Once Tech 1 is conquered, Red will enjoy its effects.

Hope this example makes thing clearer.
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Re: New concept: Research

Postby OliverFA on Thu Sep 11, 2008 12:21 pm

t-o-m wrote:It sounds great!
What sort of land layout are you thinking?

I used to love Civ - mainly because of the strategy, but i havnt seen it in a while.

This would truely be an interesting map.


To be honest, I have not decided yet. I think that maybe we could decide it all together. The two possibilites are:

Classic like map: A map representing a geographical area with no unique or special features on it.

Feudal-like map: A map which is almost all of it covered by neutral armies, with just the starting points ocupied by the players at the begining. The good side about this second option is that it allows for unique features. But the bad side is that it could make the map even more complicated. Not only for new players (disencouraging them to play) but also more difficult to develop.

Maybe it would be a good idea to stick with something not too complicated for starters. And if the concept works, there can always be a second version with enhanced more complex concepts?
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Re: New concept: Research

Postby OliverFA on Thu Sep 11, 2008 12:25 pm

RjBeals wrote:I must say OliverFA - you deserve a great welcome to the foundry. fresh Ideas and good attitude - exactly what we need around here. I'm partial to classic style gameplay, but have been wanting to broaden my range. I'll try to think through what you've posted so I can grasp the idea better. I hope you stick around here ;)


Thanks so much :-) At last I have realized that this place is a better place to release creativity than the suggestions forum!

I truly hope we can finally develop an entertaining and interesting map :-)
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Re: New concept: Research

Postby OliverFA on Thu Sep 11, 2008 12:36 pm

Androidz wrote:
t-o-m wrote:
Androidz wrote:Don't mean to be the badass here but, do you know how small the map is gonna be?

Lets say 8 players..8 tech trees?

One small map?

It'll be fine i think.


Maybe, maybe not only time will show:)


Excuse my ignorance. But: Which is the size for the board image?

I think it could work because you don't need to make the tech trees are very big. In fact that is why I proposed the "can research any basic tech" focus instead of a true tech tree to avoid having to draw all the arrows.

If it was needed, we could cut it to 6 players to make room, but I think we can make with 8.
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Re: New concept: Research

Postby Androidz on Thu Sep 11, 2008 12:48 pm

OliverFA wrote:
Androidz wrote:
t-o-m wrote:
Androidz wrote:Don't mean to be the badass here but, do you know how small the map is gonna be?

Lets say 8 players..8 tech trees?

One small map?

It'll be fine i think.


Maybe, maybe not only time will show:)


Excuse my ignorance. But: Which is the size for the board image?

I think it could work because you don't need to make the tech trees are very big. In fact that is why I proposed the "can research any basic tech" focus instead of a true tech tree to avoid having to draw all the arrows.

If it was needed, we could cut it to 6 players to make room, but I think we can make with 8.


not sure myself 640pix height and 600 widh or something.

Anyway i retought, this thing and all can use the samce tech tree just divide in colour boxes in 8. so may have right.
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Re: New concept: Research

Postby t-o-m on Thu Sep 11, 2008 1:00 pm

OliverFA wrote:Excuse my ignorance. But: Which is the size for the board image?

Small:

600 height | 640 width

Large:

800 height | 840 width (i think)
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Re: New concept: Research

Postby yeti_c on Thu Sep 11, 2008 1:06 pm

t-o-m wrote:
OliverFA wrote:Excuse my ignorance. But: Which is the size for the board image?

Small:

600 height | 630 width

Large:

800 height | 840 width (i think)


Fixed.

C.
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Re: New concept: Research

Postby ZeakCytho on Thu Sep 11, 2008 1:15 pm

This sounds like a great idea!
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Re: New concept: Research

Postby yeti_c on Thu Sep 11, 2008 1:23 pm

eigenvector wrote:
yeti_c wrote:Another thought I had - Spies could perhaps bombard the tech trees too!?

Problem with that - is that you could grab the opposing spy - and bombard your tech tree - which can reduce the amount of research you can do.

C>


Wouldn't these be saboteurs rather than spies?


Could well be - I was going for the civilization route!?

C.
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Re: New concept: Research

Postby yeti_c on Thu Sep 11, 2008 1:25 pm

OliverFA wrote:Excuse my ignorance. But: Which is the size for the board image?

I think it could work because you don't need to make the tech trees are very big. In fact that is why I proposed the "can research any basic tech" focus instead of a true tech tree to avoid having to draw all the arrows.

If it was needed, we could cut it to 6 players to make room, but I think we can make with 8.


For an example of the sort of thing that could be done - look at the Battle For Iraq! map - the loyalty bonuses show what could be done.

C.
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