[Abandoned] - CONQUERSHIP (1v1 map)

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Re: CONQUERSHIP 1v1 Map v.1 [26 DEC 2011] - New 1v1 gameplay

Postby Industrial Helix on Fri Jan 06, 2012 11:09 pm

Well, now that this map is gonna be a 1v1 map, it seems to make a little more sense. I'm going to sticky this and we'll see if that gsthers some interest and comments.
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Re: CONQUERSHIP 1v1 Map v.1 [26 DEC 2011] - New 1v1 gameplay

Postby lostatlimbo on Sat Jan 07, 2012 1:00 am

I'm with Sully on this one. At first I was resistant to drop all those extra elements, but now I favor the simpler gameplay and how on theme it is.

I've been delaying an edit on this because I think we can get to a fair drop gameplay without those extra pieces. Just waiting on some inspiration. :)
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Re: CONQUERSHIP 1v1 Map v.1 [26 DEC 2011] - New 1v1 gameplay

Postby lostatlimbo on Sat Jan 07, 2012 1:01 am

Industrial Helix wrote:Well, now that this map is gonna be a 1v1 map, it seems to make a little more sense. I'm going to sticky this and we'll see if that gsthers some interest and comments.


Thanks Helix!
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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - Fair Drop Targets

Postby lostatlimbo on Sun Jan 08, 2012 3:44 am

I made the update Sully suggested ( HERE), but after toying with the map all night, inspiration finally struck.

In order to limit first player advantage, I added an element to bottleneck assaults on the opposing ships - currently in the form of a target. The idea is that you first must locate your opponent's ships (one way assault from your ship to same color target on the opposite side), before bombarding any of your opponent's ship cells (one way bombardment from that target to opponent's ships).

This way, first player can only use some armies in his first bombardment. I've started with 2 each, but I can add more and/or set a high (or killer) neutral there as needed. No other territories can assault the targets - only the ships of the same color.

It still keeps all the basic elements of the previous version. You can bombard any of your opponents ships, just not all at once.

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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - Fair Drop Targets

Postby koontz1973 on Sun Jan 08, 2012 8:28 am

lostatlimbo wrote:I made the update Sully suggested ( HERE), but after toying with the map all night, inspiration finally struck.
In order to limit first player advantage, I added an element to bottleneck assaults on the opposing ships - currently in the form of a target. The idea is that you first must locate your opponent's ships (one way assault from your ship to same color target on the opposite side), before bombarding any of your opponent's ship cells (one way bombardment from that target to opponent's ships).
This way, first player can only use some armies in his first bombardment. I've started with 2 each, but I can add more and/or set a high (or killer) neutral there as needed. No other territories can assault the targets - only the ships of the same color.
It still keeps all the basic elements of the previous version. You can bombard any of your opponents ships, just not all at once.

Very nice idea. Had it last page but had the telephones instead of targets. ;)
You will need at least a 15 neutral but have it as a decay and not a killer. The killer would mean to many long games. As you want to have these as impassables, remove the white dots and have these instead.
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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - First Turn Soluti

Postby AndyDufresne on Mon Jan 09, 2012 11:35 am

I like the target idea. It fits within the theme and I think from the sound of it so far, makes sense from a gameplay perspective.


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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - First Turn Soluti

Postby Victor Sullivan on Tue Jan 10, 2012 9:26 pm

Hm, looks all right to me... The target at B4 would have to be moved to B5, however.

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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - First Turn Soluti

Postby Industrial Helix on Mon Jan 16, 2012 11:21 pm

Ka-kow! its red ink!

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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - First Turn Soluti

Postby Victor Sullivan on Mon Jan 16, 2012 11:49 pm

Huzzah! Thanks, Helix! :)

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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - First Turn Soluti

Postby lostatlimbo on Tue Jan 17, 2012 2:17 am

Sweetness! I'll move that target and make a draft update soon.

Looking forward to more feedback on this one.
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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - First Turn Soluti

Postby natty dread on Tue Jan 17, 2012 2:20 am

I think you should reverse the letters on the right side of the map.

Yeah, it might be more realistic to have them the way they're now, but it's also more confusing for players, most people are used to having coordinates in an alphabetical order, and finding the right territory is much easier that way.
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Re: CONQUERSHIP 1v1 Map v.2 [8 DEC 2012] - First Turn Soluti

Postby lostatlimbo on Tue Jan 17, 2012 3:03 am

Earlier it was A-J on one side and Q-Z on the other. We changed it when it was necessary to match up sea cells on the opposite side. However, now with the targets, I don't mind switching this.

I would favor Q-Z in this case, so that there is no confusion for those using the drop down. Do you think that works or leave it A-J on both sides?
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby lostatlimbo on Tue Jan 17, 2012 3:18 am

Version 4
I moved the target and dropped a couple white pegs (am I the only one that likes these?).
I changed the lettering of the Green grid to Q-Z (can be changed back/again as needed).
I went with koontz's suggestion of 15 decaying neutral for the targets for now.

http://i134.photobucket.com/albums/q102 ... hip1v1.png

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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby lostatlimbo on Mon Jan 23, 2012 3:50 am

So... other comments? Thoughts? Should I add another target on either side?

Anything I can do to keep this thing going?
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby AndyDufresne on Mon Jan 23, 2012 5:11 pm

Graphically, you could give it some extra flair in the sense of that 'game board/piece' element:

(Water variation / texture, peg holes (might be too annoying), stray peg pieces, etc).

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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby isaiah40 on Mon Jan 23, 2012 10:23 pm

I think that you can have the start positions in where the pegs are and then attack your side before you can attack your opponent. This would give your opponent a chance. Graphical note, can you place a couple of red pegs in a couple of the red ships?
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby lostatlimbo on Sat Jan 28, 2012 11:04 pm

AndyDufresne wrote:Graphically, you could give it some extra flair in the sense of that 'game board/piece' element:

(Water variation / texture, peg holes (might be too annoying), stray peg pieces, etc).

Image


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Ok. If everyone is fairly happy with the basic elements, I'll start fleshing out the details more.

I do want to be careful about getting too close to the real look, though - to avoid copyright issues.
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby lostatlimbo on Sat Jan 28, 2012 11:11 pm

isaiah40 wrote:I think that you can have the start positions in where the pegs are and then attack your side before you can attack your opponent. This would give your opponent a chance.


Isiah - if I understand correctly, you mean to have no troops on the main map and only a few in the "tray". That sounds like a long game to me, with lots of killing neutrals.

Do you still forsee some lopsided issues with the current idea of targets?

isaiah40 wrote:Graphical note, can you place a couple of red pegs in a couple of the red ships?


I'll try it. Those would need to be impassable spots. I could do it on the aircraft carriers to make those a little easier to sink.
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby Victor Sullivan on Sat Jan 28, 2012 11:29 pm

lostatlimbo wrote:
AndyDufresne wrote:Graphically, you could give it some extra flair in the sense of that 'game board/piece' element:

(Water variation / texture, peg holes (might be too annoying), stray peg pieces, etc).

Image


--Andy


Ok. If everyone is fairly happy with the basic elements, I'll start fleshing out the details more.

I do want to be careful about getting too close to the real look, though - to avoid copyright issues.

You shouldn't have any copyright issues from the image looking like the game.

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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby natty dread on Sun Jan 29, 2012 1:36 am

Victor Sullivan wrote:You shouldn't have any copyright issues from the image looking like the game.


True. You can't copyright a look.
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby koontz1973 on Sun Jan 29, 2012 1:43 am

I can still see a problem with the manual deployment issue I brought up a couple of pages ago. This needs to be addressed. And copyright is not an issue right now, but I would imagine you might be getting close to it.
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby natty dread on Sun Jan 29, 2012 1:57 am

When I was a kid I didn't even know battleship was an actual game with a board and pieces and stuff... we always just played it with pen & paper.

I don't think anyone has a copyright on the battleship game.
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby lostatlimbo on Mon Feb 13, 2012 6:38 pm

Hey, sorry for the delay in updating this. I am packing up my house and preparing to move, and my gameload has been huge lately, so I just haven't had time to dig into this, but I hope to have a shiny new graphic to submit near the end of the month.
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Re: CONQUERSHIP 1v1 Map v.4 [17 JAN 2012] - minor update

Postby isaiah40 on Sun Mar 18, 2012 3:45 pm

[Moved]

It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. ;-)
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Re: [Vacation - valid until Sept 2012] CONQUERSHIP 1v1 Map

Postby lostatlimbo on Thu Apr 05, 2012 4:04 pm

I will get back to this soon, I promise. I've been having a tough time fitting CC into my busy life at the moment.
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