[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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