[Vacation - valid until July 2014] Homeworlds

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Re: Homeworlds - Battle Royale - Map Update 7/26

Postby OliverFA on Tue Jul 30, 2013 6:49 am

I am glad my suggestions were useful. I really think that Battle Royales will raise to an entire different level with this map :)

dolomite13 wrote:Agreed. Decreasing distance is favored over more territories as I already slimmed it down at a foundry request.

If territories can't be increased then decreasing the distance is ok. Anyway with the game changes the "home territories" become important and that's a de facto increase.

dolomite13 wrote:
OliverFA wrote:Terraforming:
- With 1 tech: +1 per world
- With 2 techs: +2 per world
- With 4 techs: +3 per world
- With 8 techs: +4 per world
- with 16 techs: +5 per world

So the tech would be the way to enhance income from planets. I would remove the income from space sectors. The resources are on planets, not at the outer space.

I agree and I love the numbers you came up with.

Glad you liked it. They are intended to create a snowball effect slow at first and faster later. However, with 26 homeworlds there can still be 6 players with 4 techs and 3 players with 8 techs, which makes room for bigger super-power collision at the end game if two or three players do exceptionally well.

dolomite13 wrote:
OliverFA wrote:About hypergates, I would make them work together forming a network. So the more hypergates the more you can jump:
- With 1 hypergate: Enables space travel (the hypergate becomes adjacent to its home sector)
- With 2 hypergates: Sectors at distance 2 are accesible through the hypergate. (No real difference as they can be also accesed through the home sector "normal" adjacencies)
- With 8 hypergates: Sectors at distance 3 ""
- with 16 hypergates: Sectors at distance 4 ""

I like it but I like a number that's a bit different. You can already attack from one sector to a neighboring sector. 2 hypergates gives you range 2, 8 gives you +3 which will only allow you to attack system sector to system sector to systems on other side of wormholes as no other systems are at 3 so "research" will be valuable at this point. And 4 at 14 which is slightly more than 1/2 to get that extra range.

Just to make sure that we measure distances in the same way: Which is the distance between 602 and 604? Is it 2 or 3? I thougt it was 2, but reading your explanation it looks like you consider it to be 3.

dolomite13 wrote:
OliverFA wrote:Starbase: +1 autodeploy. Homeworld is adjacent to starbase but starbase is not adjacent to anything. Can bombard its own sector. Think about it like a last line of defence.

I like that its the last line of defense so it should be limited to defense of its system sector but troops could be stationed there to retake the homeworld, do research or build hypergates so assaulting those would make sense from the starbase.

The problem is that once the adjacency from the base to the homeworld it's open, it is also open for reinforcement, so players can start reinforcing from starbases to anywhere else in their empire, and will do. If that's what you want to happen, then it's ok. In any case I think the +1 autodeploy would ne nice first because it adds more variety to the map (there is no autodeploy currently in the map) and second because the defensive player can chose to leave that autodeploy at the starbase.

dolomite13 wrote:
OliverFA wrote:The aim of those changes is to make the "home territories" important during the whole game. It's important how many of them each player has, and encourages players to conquer all four territories and not just the planet.

I agree

:)

dolomite13 wrote:
OliverFA wrote:Also, I know that's a lot of work, but making the geography less symetrical would make the map more interesting Some worlds closer, some worlds a bit more far, some areas with more wormholes, some with less wormholes.
I will look at doing that but I was trying to make all positions start on equal footing or as near to equal as I could get.

That makes sense. However, I think that equality of opportunity could still be conserved with a less symetrical map.

Let's say for example that A moves to 301 and D moves to 405. A is "safer" but also has a lower chance to get a second homeworld with its added income and hypergate-enabled travel. So the final result is that trading safety for added difficulty to grab higher income and capacity balances each other. On the other side D and H are now close to each other. They are a lot less safe, but they can also get higher tech sooner. Just keep the same number of home sectors and wormholes and move them a little bit. Some one hex, a couple of them two hexes, and some just don't move them.

dolomite13 wrote:
OliverFA wrote:And make wormholes killer neutrals, which seems more in theme with what a wormhole is supposed to be.

Love it... done =)

:)

dolomite13 wrote:
OliverFA wrote:Those are my humble suggestions to make this map even better. Cheers

Thanks a bunch

=D13=

Thanks for taking then into consideration :)
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby OliverFA on Tue Jul 30, 2013 6:51 am

-=- Tanarri -=- wrote:Thanks Oliver for the feedback, I really like your suggestions and what dolomite has done with them. It really encourages people to go kill other players, rather than sitting back and stacking. I do like Oliver's suggestion to remove the sector deployable bonus, since it does make more sense that all the resources are on the planets and not in the middle of space.


Thanks for pointing me to the right thread. :)
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby dolomite13 on Tue Jul 30, 2013 11:07 am

-=- Tanarri -=- wrote:I do like Oliver's suggestion to remove the sector deployable bonus, since it does make more sense that all the resources are on the planets and not in the middle of space.


The generic bonus is so that players will also conquer the sectors of space that do not have homeworlds. Just because the sector doesn't have a homeworld doesn't mean it doesn't have asteroids or other planetoids that won't support life but could still provide some sort of materials that can be used to construct ships, starbases, etc which is why I went with a +1 for every 3 sectors. Note that this does not include the homeworld, starbase, research, or hypergate as they already have their own bonus structure and mechanics modifiers. I am open to making the bonus +1 for 4 or +1 for every 5 sectors and modifying it with research as well.

Currently I plan to have you start with your home sector (3) and your homeworld (3) which will grant 5 troops overall (+3 minimum and +2 autodeploy homeworld)

I am thinking that the starbase would start with 7, hypergate at 15, and research at 30 although those are up for discussion.

I want to make sure we have a map where no one can be eliminated on turn 1 or 2 but i would like to see 1/2 of the players eliminated by turn 20-25. I think with the escalating bonuses from conquering space as well as the research bonuses it would keep a good elimination pace thought.

=D13=
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Re: Homeworlds - Battle Royale - Map Update 7/26

Postby dolomite13 on Wed Jul 31, 2013 3:47 pm

OliverFA wrote:
dolomite13 wrote:
OliverFA wrote:About hypergates, I would make them work together forming a network. So the more hypergates the more you can jump:
- With 1 hypergate: Enables space travel (the hypergate becomes adjacent to its home sector)
- With 2 hypergates: Sectors at distance 2 are accesible through the hypergate. (No real difference as they can be also accesed through the home sector "normal" adjacencies)
- With 8 hypergates: Sectors at distance 3 ""
- with 16 hypergates: Sectors at distance 4 ""

I like it but I like a number that's a bit different. You can already attack from one sector to a neighboring sector. 2 hypergates gives you range 2, 8 gives you +3 which will only allow you to attack system sector to system sector to systems on other side of wormholes as no other systems are at 3 so "research" will be valuable at this point. And 4 at 14 which is slightly more than 1/2 to get that extra range.

Just to make sure that we measure distances in the same way: Which is the distance between 602 and 604? Is it 2 or 3? I thougt it was 2, but reading your explanation it looks like you consider it to be 3.

I don't count the starting sector. And only homeworld system sectors are connected not gates to gates and not gates and open space. I should probably put "terms like "system sector" in the key as well.

OliverFA wrote:
dolomite13 wrote:
OliverFA wrote:Starbase: +1 autodeploy. Homeworld is adjacent to starbase but starbase is not adjacent to anything. Can bombard its own sector. Think about it like a last line of defence.

I like that its the last line of defense so it should be limited to defense of its system sector but troops could be stationed there to retake the homeworld, do research or build hypergates so assaulting those would make sense from the starbase.

The problem is that once the adjacency from the base to the homeworld it's open, it is also open for reinforcement, so players can start reinforcing from starbases to anywhere else in their empire, and will do. If that's what you want to happen, then it's ok. In any case I think the +1 autodeploy would ne nice first because it adds more variety to the map (there is no autodeploy currently in the map) and second because the defensive player can chose to leave that autodeploy at the starbase.

I think it would be ok to leave it open for reinforcements.

OliverFA wrote:
dolomite13 wrote:
OliverFA wrote:Also, I know that's a lot of work, but making the geography less symetrical would make the map more interesting Some worlds closer, some worlds a bit more far, some areas with more wormholes, some with less wormholes.
I will look at doing that but I was trying to make all positions start on equal footing or as near to equal as I could get.

That makes sense. However, I think that equality of opportunity could still be conserved with a less symetrical map.

Let's say for example that A moves to 301 and D moves to 405. A is "safer" but also has a lower chance to get a second homeworld with its added income and hypergate-enabled travel. So the final result is that trading safety for added difficulty to grab higher income and capacity balances each other. On the other side D and H are now close to each other. They are a lot less safe, but they can also get higher tech sooner. Just keep the same number of home sectors and wormholes and move them a little bit. Some one hex, a couple of them two hexes, and some just don't move them.

I will take a look at moving things around a bit.
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby JamesKer1 on Wed Jul 31, 2013 8:15 pm

Hey just a heads up, couldn't find a post about this... Hypergate description has a typo, icreases instead of increases
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby dolomite13 on Wed Jul 31, 2013 9:28 pm

JamesKer1 wrote:Hey just a heads up, couldn't find a post about this... Hypergate description has a typo, icreases instead of increases
Thanks =)

=D13=
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby JamesKer1 on Thu Aug 01, 2013 3:57 pm

dolomite13 wrote:
OliverFA wrote:
dolomite13 wrote:
OliverFA wrote:Also, I know that's a lot of work, but making the geography less symetrical would make the map more interesting Some worlds closer, some worlds a bit more far, some areas with more wormholes, some with less wormholes.
I will look at doing that but I was trying to make all positions start on equal footing or as near to equal as I could get.

That makes sense. However, I think that equality of opportunity could still be conserved with a less symetrical map.

Let's say for example that A moves to 301 and D moves to 405. A is "safer" but also has a lower chance to get a second homeworld with its added income and hypergate-enabled travel. So the final result is that trading safety for added difficulty to grab higher income and capacity balances each other. On the other side D and H are now close to each other. They are a lot less safe, but they can also get higher tech sooner. Just keep the same number of home sectors and wormholes and move them a little bit. Some one hex, a couple of them two hexes, and some just don't move them.

I will take a look at moving things around a bit.


Maybe make links to opposite sides of the map? Like with Alaska and Russia on Classic Map, that's the only thing I can think of to explain it :roll:
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby dolomite13 on Thu Aug 01, 2013 6:34 pm

JamesKer1 wrote:Maybe make links to opposite sides of the map? Like with Alaska and Russia on Classic Map, that's the only thing I can think of to explain it :roll:


Thats what the wormholes do

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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby isaiah40 on Fri Aug 09, 2013 2:51 pm

Sorry for the delay, but this is now an official Battle Royal map!!!! :P =D>

So without further ado, we can hereby brand this Draft stamped!
Image

=D> =D> =D> =D>
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby -=- Tanarri -=- on Fri Aug 09, 2013 3:17 pm

Congrats dolomite! I look forward to playing this map one day, hopefully at least during the birthday celebration in January :)

BTW, I just noticed a small error in wordings. For Clone Facility, it should say 'starbase' instead of 'starbases', since there's only one starbase per system and there's a small chance it may cause confusion and make people think it makes the bonus +1 per starbase per research you own (ie. 3 starbases, 2 researches = 6 bonus).
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Re: Homeworlds - Battle Royale - Map Update 7/29

Postby dolomite13 on Fri Aug 09, 2013 4:26 pm

isaiah40 wrote:Sorry for the delay, but this is now an official Battle Royal map!!!! :P =D>

So without further ado, we can hereby brand this Draft stamped!

=D> =D> =D> =D>


Woo Hoo!

=D13=
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Re: Homeworlds - Battle Royale - Graphics Update (8/9)

Postby dolomite13 on Fri Aug 09, 2013 6:32 pm

Alrighty Then... let's have a graphics update!

Large - 900x735
http://imageshack.com/a/img16/3424/xquo.png
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image


Large with 88's - http://imageshack.com/a/img43/2324/gyx8.png

I am testing various small map sizes to see if they are even viable

Small - 700x572
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Small 88's test - http://imageshack.com/a/img818/6231/xqz.png
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Re: Homeworlds - Battle Royale - Map Update (8/9)

Postby deantursx on Sat Aug 10, 2013 5:14 pm

Looks very cool Dolo! I'm looking forward to playing this
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Re: Homeworlds - Battle Royale - Map Update (8/9)

Postby Kabanellas on Sat Aug 10, 2013 6:09 pm

Like!!!
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Re: Homeworlds - Battle Royale - Map Update (8/9)

Postby dolomite13 on Sat Aug 10, 2013 6:33 pm

So I am thinking of gating access to wormhole travel under Research and adding some movement through nebula spaces (although nebula would reset to 1 when held) based on amount of research.

=D13=
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