[Abandoned] Marooned

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[Abandoned] Marooned

Postby ManBungalow on Fri May 27, 2011 3:36 pm

http://i462.photobucket.com/albums/qq35 ... /draft.png

What you need to know;
The 'shelter' regions are divided randomly up between the players in the game.
The 'food' and 'jungle' regions all begin as neutrals.

152 regions in total:
18 shelters
19 food
115 intermediates

At the moment, I'm looking for the gameplay stamp. Once I have that, I can find an XML person and patch up any dodgy graphics.

Click image to enlarge.
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Last edited by isaiah40 on Tue Jan 01, 2013 11:06 am, edited 28 times in total.
Reason: ManB, add stamps to the OP when given ;)
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Re: Marooned

Postby Boler on Fri May 27, 2011 4:20 pm

Nice Idea! :) But I don't exactly understand how the food areas work. Is it even possible to code, "if you start with the food area you lose 2 troops" or something like that? And I think there should be more forms of getting bonuses, as there are only 2 on your map.
Perhaps raft parts? Like if you own all of them you win?
Or mabey holding certian regions of the beach could get you a bonus, like the east area, the southeast area etc.

Oh, and something about graphics, the map looks like its made of 3 islands, which would be unlikely if you're marooned.
I think it should be a river instead, running through the middle
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Re: Marooned

Postby ManBungalow on Fri May 27, 2011 4:32 pm

Boler wrote:Nice Idea! :) But I don't exactly understand how the food areas work. Is it even possible to code, "if you start with the food area you lose 2 troops" or something like that? And I think there should be more forms of getting bonuses, as there are only 2 on your map.
Perhaps raft parts? Like if you own all of them you win?
Or mabey holding certian regions of the beach could get you a bonus, like the east area, the southeast area etc.

Hey Boler, thanks for your comments.

There is a function available to map-makers on this site known as auto-decay. It can be coded so that a given region, when held by a player loses troops automatically. You can find it already implemented on some, but not all maps. This means that a stack you have on this given region will lose a pre-determined number of troops each round, while having no effect on the number of troops you are given to deploy. Crucially, the troops are deducted when you hit 'begin turn'. Play a game on the Oasis map and you'll understand what I mean. I should also add (maybe as a note on the map...if there's space) that when a region with only 1 troop on it is subjected to auto-decay, nothing happens to it.

This is what I intend to do for the food regions. More importantly, so that the player has to juggle the +5 troops and the -2 auto-decay. Perhaps by taking advantage of the fact that nothing happens when the food region has only 1 troop left on it? This leaves it vulnerable to attack, but saves troops ultimately. In short, that's what I hope will make this project unique.

I'm seriously considering adding some more gameplay aspects, as there isn't really that much going on here at the moment. Some fishing points would be reasonable to include, and perhaps a battle for fresh water.

Anyway....
WHY AM I THINKING [about gameplay] FOR MYSELF WHEN THERE'S A THREAD FOR PEOPLE TO DO THAT FOR ME?????
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Re: Marooned

Postby Boler on Fri May 27, 2011 4:45 pm

Thanks for posting back. I have known about autodecay before, but I understand what you are getting at now. -2 for the spot its self, and +5 to put on any spot you want.

Why am I even posting suggestions, I'm a new recruit! :lol:
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Re: Marooned

Postby Victor Sullivan on Sat May 28, 2011 1:32 pm

Welcome to the Dark Side of the Forums, ManBungalow! I am Grand Ma Tarkin, your tour guide through this Death Star (before it blows up along with me). You should also know the higher-ups of this facility, Darth Vito (thenobodies80) and Emperor Pawlpatine (MrBenn). Let us "Evacuate the Dancefloor" and "Get Jiggy With It":

  1. Firstly, you have too many territories and have unnecessarily linearized your map, stifling movement.
  2. Second, I'm not sure how well the auto-decay will benefit this map. It will mostly make this map a camp-and-go type map. Basically, I envision players just stacking on shelters or food supplies, jumping from one to the next every few turns (which, I do suppose, simulates the strategy one might have on a deserted island). I think you should make it a more reasonable -1 auto-decay, and institute an objective, as Boler briefly touched on. Thinking in logical terms, if you're marooned on a forgotten island, you want to get rescued, not take over the island to build a resort and spa that no one will ever come to! Maybe include raft parts scattered around the map, as Boler suggested?
  3. Third, what are your plans for starting positions, specifically? Could you label them on the map?

=D> *APPLAUSE* =D>

-Sully
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Re: Marooned

Postby Army of GOD on Sat May 28, 2011 5:31 pm

Welcome to The Conquer Club ManHungalow. I see you're new here. Let me be the first to wish you a happy birthday.
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Re: Marooned

Postby the.killing.44 on Sun May 29, 2011 1:12 am

Victor Sullivan wrote:Welcome to the Dark Side of the Forums, ManBungalow! I am Grand Ma Tarkin, your tour guide through this Death Star (before it blows up along with me). You should also know the higher-ups of this facility, Darth Vito (thenobodies80) and Emperor Pawlpatine (MrBenn). Let us "Evacuate the Dancefloor" and "Get Jiggy With It":

  1. Firstly, you have too many territories and have unnecessarily linearized your map, stifling movement.
  2. Second, I'm not sure how well the auto-decay will benefit this map. It will mostly make this map a camp-and-go type map. Basically, I envision players just stacking on shelters or food supplies, jumping from one to the next every few turns (which, I do suppose, simulates the strategy one might have on a deserted island). I think you should make it a more reasonable -1 auto-decay, and institute an objective, as Boler briefly touched on. Thinking in logical terms, if you're marooned on a forgotten island, you want to get rescued, not take over the island to build a resort and spa that no one will ever come to! Maybe include raft parts scattered around the map, as Boler suggested?
  3. Third, what are your plans for starting positions, specifically? Could you label them on the map?

=D> *APPLAUSE* =D>

-Sully

shut up. he was here (yes even in your precious foundry you so dotingly call the dark side in your boorish attempt at a witty wisecrack) when you were still in your 40s.
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Re: Marooned

Postby grifftron on Sun May 29, 2011 2:52 pm

Why would you say less terts would be better? I think the more the better on this map, i think its a brilliant new idea for a map, sullys just pissed because he tried to start from scratch on this one...

viewtopic.php?f=63&t=145598

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Re: Marooned

Postby Gilligan on Sun May 29, 2011 3:00 pm

I demand a man in a red turtleneck shirt and a white hat be placed on this map! :D

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Re: Marooned

Postby 40kguy on Mon May 30, 2011 9:08 am

I will play it the way it is.
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Re: Marooned

Postby Victor Sullivan on Mon May 30, 2011 11:39 am

the.killing.44 wrote:shut up. he was here (yes even in your precious foundry you so dotingly call the dark side in your boorish attempt at a witty wisecrack) when you were still in your 40s.

Contrary to popular belief, I'm not stupid, I know that he knows how things work around here and thenobodies and MrBenn. I was just continuing with the fun theme :P It's okay, killing, I still love you.

-Sully
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Re: Marooned

Postby ManBungalow on Mon May 30, 2011 12:06 pm

Victor Sullivan wrote:
  1. Firstly, you have too many territories and have unnecessarily linearized your map, stifling movement.
  2. Second, I'm not sure how well the auto-decay will benefit this map. It will mostly make this map a camp-and-go type map. Basically, I envision players just stacking on shelters or food supplies, jumping from one to the next every few turns (which, I do suppose, simulates the strategy one might have on a deserted island). I think you should make it a more reasonable -1 auto-decay, and institute an objective, as Boler briefly touched on. Thinking in logical terms, if you're marooned on a forgotten island, you want to get rescued, not take over the island to build a resort and spa that no one will ever come to! Maybe include raft parts scattered around the map, as Boler suggested?
  3. Third, what are your plans for starting positions, specifically? Could you label them on the map?

Hey Victor_Sullivan, let me be the first to welcome you to the forums!
You raise some valid points, and I'll address them in the appropriate numerical order after a short notice about my gameplayural intentions:

I want this map to work in a manner where shelters are built up until the player feels confident enough to move out and take another shelter or food region. Specifically, I want the player who makes it all the way up to the region which borders to target bonus then fails to take the last region to go "Oh shit". I'm not saying that this is supposed to be a dice defecating contest; rather that taking [or not taking] the gambit will add a new layer of fun to the game. When is it a good idea to rush out and try to take a shelther? Will your opponent gain the upper-hand by taking a shelter before you?

I'd also like to point out that I'm really not too stubborn to change any aspect of this map proposal, but I'm going to justify my choices for you now, so that you can understand what I'm trying to achieve here.

  1. The more-linear-than-usual setup illustrated in this map is crucial for the gameplay I'm trying to create, where you jump from bonus-to-bonus, potentially leaving an existing shelter un-defended, whereupon an enemy may take it from you and you can't retaliate because your offensive stack is blocked off by a string of your own regions with 1s on. So, in essence, stifling movement is what I want...to an extent. I honestly don't feel that it's too linear. There are plenty of ways into each trail. Where you could ambush an opponent, if you'd care to imagine.
  2. As I tried to explain above, I want players who make a dash for a bonus then fail to get it to be punished. As for camp-and-go, I'm going to describe my plan in more depth in the next point. Furthermore, I'm tempted by your idea to add more bonuses. I could try add some fishing points, or otherwise, with a different bonus structure to the existing ones.
  3. Okay, starting positions. This bit is important. I want players to start on random shelters, scattered around the island. However, some of the shelters must start as neutral. As bait. I know this is possible because I played a game on Kings Court where some of the castles began as neutrals.

Over to you, Victor and others.
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Re: Marooned

Postby Victor Sullivan on Mon May 30, 2011 3:29 pm

Could you label the other territories so I can refer to specific ones?

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Re: Marooned

Postby natty dread on Tue May 31, 2011 6:10 pm

I just want to comment, that I like this map idea, and I hope daBungalove goes through with this! :)

I'll be keeping an eye on this. Nice map. Good.
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Re: Marooned

Postby AndyDufresne on Thu Jun 02, 2011 8:51 am

I think it has some potential as well. I'm interested to see how it develops.


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