[GP/UI] New Initial Deployment - Conquest

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Do you support the Conquest game option?

Yes
23
51%
No
19
42%
Yes, with restrictions.
3
7%
 
Total votes : 45

Re: Conquest Mode

Postby iamkoolerthanu on Thu Apr 18, 2013 2:00 pm

I'd play this, it would turn each game into a different game even when on the same map, depending on where you started. Could be interesting, though it would make dice a huge factor, though people would know this when walking into the game
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Re: New Initial Deployment - Conquest

Postby spiesr on Thu Apr 18, 2013 5:48 pm

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Re: New Initial Deployment - Conquest

Postby Fazeem on Thu Apr 18, 2013 6:07 pm

sorry did not see greenoaks had made it already lol but we need a poll definitely
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Re: New Initial Deployment - Conquest

Postby spiesr on Thu Apr 18, 2013 6:10 pm

Fazeem wrote:sorry did not see greenoaks had made it already lol but we need a poll definitely
Is this poll sufficient?
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Re: New Initial Deployment - Conquest

Postby Fazeem on Thu Apr 18, 2013 6:14 pm

spiesr wrote:
Fazeem wrote:sorry did not see greenoaks had made it already lol but we need a poll definitely
Is this poll sufficient?

Looks good to me.
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Re: New Initial Deployment - Conquest

Postby agentcom on Wed May 15, 2013 7:45 am

DoomYoshi wrote:So there is only a few questions:
how would neutrals be decided?

how would balance be ensured? Let's say its trench and I start in Australia, and you start in NA... are we going to have preset starts or just let it be random? This is why I think an option of 2 tert starts works. It is still conquest style, since if I play New World, I get more than 1 start location.


No preset starts ... let's not make this more complicated and have to go back and put in new xml for existing maps. Any available starting territ can become a starting territ. In games that are already restricted to one starting territ, this setting doesn't matter (just like all those people who get their manual deployment medals from Baseball, etc.). In games that have mixed-type starting positions, there is usually a "base" (Pot Mosbi, All Your Base). These maps would have to undergo xml changes to add tags for which territs are bases. These bases would become the starting position by default for all maps already created. Mapmakers in the future would have the option to add this tag to what most people would consider bases or to the other territs that are out in the open.

If it's trench and you start in Aus and the other player starts in NA, then maybe you're screwed--just like if it's trench and you drop 3 Aus territs and Bangkok. ... But maybe not. It would take your opponent 8 or 9 turns to get up to NA with great dice and if he knew exactly where you were. But in a foggy game, he may not know where to head and you probably have more than a dozen turns to go for NA and start defending Anchorage (because you'll know by then that Anchorage is the closest territ to his bonus). I don't think that we have to go crazy trying to proof these things against bad luck. Make your own luck or make another game. It all works out in the end. Or else people who like less luck in their games decide not to play certain map & setting combinations.
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Re: New Initial Deployment - Conquest

Postby patrickaa317 on Sun May 19, 2013 11:48 pm

What happens when it's a four player game and three start next to each other then the fourth starts on the opposite side of the world? One good thing about the current conquest maps are sufficient neutrals in between players, if it's completely random starting territs some people may be done before they get a turn.
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Re: New Initial Deployment - Conquest

Postby greenoaks on Mon May 20, 2013 5:23 am

patrickaa317 wrote:What happens when it's a four player game and three start next to each other then the fourth starts on the opposite side of the world? One good thing about the current conquest maps are sufficient neutrals in between players, if it's completely random starting territs some people may be done before they get a turn.

and you know that going into the game. plus we already have that for Assassin on maps like Doodle Earth.
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Re: New Initial Deployment - Conquest

Postby patrickaa317 on Mon May 20, 2013 7:21 am

greenoaks wrote:
patrickaa317 wrote:What happens when it's a four player game and three start next to each other then the fourth starts on the opposite side of the world? One good thing about the current conquest maps are sufficient neutrals in between players, if it's completely random starting territs some people may be done before they get a turn.

and you know that going into the game. plus we already have that for Assassin on maps like Doodle Earth.


Then I'm going to have to oppose the idea. If there would be some territ control, I think it could be a really fun idea but one more thing deciding the game revolving around dumb luck I can't support.
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Re: New Initial Deployment - Conquest

Postby thenobodies80 on Mon May 20, 2013 1:42 pm

Add an option to do something we can already do with maps? :-k
For what I can read in this thread, specially the latest agantcom's post, it seems a huge amount of work, high risk of mistakes and a long period to balance the option.
Imo too much for something we can already do balancing the map, while developing it.

I like greenoaks and mostly all his suggestions but this one is probably the weakest one to my eyes. (sorry O:) )
I prefer to have maps developed exactly for the conquest style instead of having it as an option.

Nobodies

P.s. On a similar note, a conquest/mission mode, with dedicated maps, is something that intrigues me more....

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Re: New Initial Deployment - Conquest

Postby DoomYoshi on Mon May 20, 2013 2:05 pm

Well, we are acting as if balance is a huge issue. Computers can deal with multivariate calculations easier than I can type.

How about this:

Computer selects 1 Random Territory; red gets that territory. Then the computer quickly does some of the calculations to scatter the other players as far away as possible. This will mean the programmer will at least need some idea of topological math, but we could always recruit out-of-house if necessary.
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Re: New Initial Deployment - Conquest

Postby thenobodies80 on Mon May 20, 2013 3:11 pm

Random or far away is not a good system. Maps have been built considering the drop, the bonuses and the number of regions. (not all cases, but mostly)
And yes, balance is a huge issue imo.

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Re: New Initial Deployment - Conquest

Postby greenoaks on Mon May 20, 2013 5:37 pm

thenobodies80 wrote:Add an option to do something we can already do with maps? :-k
For what I can read in this thread, specially the latest agantcom's post, it seems a huge amount of work, high risk of mistakes and a long period to balance the option.
Imo too much for something we can already do balancing the map, while developing it.

I like greenoaks and mostly all his suggestions but this one is probably the weakest one to my eyes. (sorry O:) )
I prefer to have maps developed exactly for the conquest style instead of having it as an option.

Nobodies

P.s. On a similar note, a conquest/mission mode, with dedicated maps, is something that intrigues me more....

my feelings aren't hurt :lol:

this setting reminds me of my favourite pc game, Civ.

you start with 1 small village and there might be someone nearby, there might not. you just have to explore the fog if you want to conquer the world.
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Re: New Initial Deployment - Conquest

Postby DoomYoshi on Wed May 22, 2013 7:15 am

Crazily enough, I really want this for standard Conquest maps, because I hate playing and starting with 5 castles in Clandemonium or with 8 buildings in City Mogul.
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Re: New Initial Deployment - Conquest

Postby Fazeem on Wed May 22, 2013 2:59 pm

DoomYoshi wrote:Crazily enough, I really want this for standard Conquest maps, because I hate playing and starting with 5 castles in Clandemonium or with 8 buildings in City Mogul.

LOL Clandemonium and Hive are the 2 maps that inspired me most for the original suggestion.
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