Conquer 4: Back in Development [Abandoned Again?]

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Postby w3a2 on Fri Feb 23, 2007 6:33 am

reverend_kyle wrote:I think life would make a good map.

not yours. it would suck
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Postby KEYOGI on Fri Feb 23, 2007 7:47 pm

First Look

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I'll state again that I don't mind if this doesn't make it through the foundry, I just wanted offer up something different in terms of gameplay.

Now, I usually hate the embossing look for a map, but considering this isn't so much a map I went nuts with it and think it works well. :wink:

Opinions on the design and choice of name?
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Postby btownmeggy on Fri Feb 23, 2007 7:55 pm

I think it's awesome. But you don't really need the +16, do you?
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Postby Captain Crash on Fri Feb 23, 2007 8:06 pm

I think it looks good, and like several other new maps brings new ideas on game play.

Your legend says:
"Multiple bonuses may only share a single space"
but several of your illustrations are sharing many more than 1 space.
e.g.
+16 example has each row sharing four places, one with each column.
+6 each of the first three examples has a row or diagonal sharing two spots.
There just seems to be a difference of what constitues a bonus.
e.g. If one had a whole column, one would only get a single +2 bonus, even though there is more than one set of four adjacent spaces. Yet does four grouped together to form a square get any bonus?

As I said, I just think more clarity needs to be given in defining what gets a bonus and what does not. Both in terms of instruction and examples.

Yes, I think the embossing works well in this case also.

cheers

8)
Last edited by Captain Crash on Fri Feb 23, 2007 8:30 pm, edited 1 time in total.
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Postby sfhbballnut on Fri Feb 23, 2007 8:19 pm

looks good, I'd play it. way to change things up
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Postby KEYOGI on Fri Feb 23, 2007 8:52 pm

+16 is kind of unavoidable, it's the way the code would work. I think if anyone had a 4x4 block, the game would most likely be over anyway.

Maybe it's just me, but I find the system easy enough to understand and I thought it was explained okay. Anybody else have trouble understanding the multiple bonus concept?

Lets use A1 to D4 as our example block. For +6:
Example 1 - A1, A2, A3 and A4 = +2
- A2, B2, C2 and D2 = +2, sharing one border with first bonus
- D1, D2, D3 and D4 = +2, sharing one bordeer with seoncd bonus
- total bonus of +6, 3 sets with 2 shared spaces.

Does that help explain?

4 grouped together is not a bonus because it's not a line, maybe that needs to be cleared up.
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Postby Bad Speler on Fri Feb 23, 2007 9:21 pm

ok...that looks a bit complicated...id prefer not doing the xml for this, ask the other guy who vounteered.
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Postby Captain Crash on Fri Feb 23, 2007 11:51 pm

KEYOGI wrote:Lets use A1 to D4 as our example block. For +6:
Example 1 - A1, A2, A3 and A4 = +2
- A2, B2, C2 and D2 = +2, sharing one border with first bonus
- D1, D2, D3 and D4 = +2, sharing one bordeer with seoncd bonus
- total bonus of +6, 3 sets with 2 shared spaces.



So what would the bonus be when you add A4, B4, C4 & D4 to the above example?
An additional +2, right?
But then the previous bonus of 3 sets with 2 shared spaces is now 4 sets with 4 shared spaces.,
Add in a third row (A1, B1, C1 & D1) and you now have 5 sets worth +10 but with 6 shared spaces.
Add the fourth row (As, B3, C3 & D3) and we end with 8 sets, +16 but 16 shared spaces, and hence the rule of "multiple bonuses may only share a single space" seems to be broken.

I think I know what it is you are trying to achieve (i.e. eliminating overlapping 4s such as 6 in a row containing 3 sets of 4 in a row and hence equalling +6, but only going to gain the player +2). It is putting that into the legend portion of the map succintly that needs to be addressed.

Maybe you could add an example of '6 in a row' to the top illustrations of only +2, highlighting the difference. Possibly matched with reduction in other examples; removing the vertical '+2' and one of the vert/horiz crossing '+4's for example.

Cheers

8)
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Postby KEYOGI on Sat Feb 24, 2007 12:05 am

I see your point. This is one of the reasons this map may never go anywhere, it's just too damn confusing! :?
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Postby Captain Crash on Sat Feb 24, 2007 12:40 am

KEYOGI wrote:I see your point. This is one of the reasons this map may never go anywhere, it's just too damn confusing! :?


It just has to be well worded so as to reduce the confusion.
People will always get confused (Case in point: World 2.0's Sumatra/Brunei/Central Indonesia issue).

It'll get there.

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Postby Coleman on Sat Feb 24, 2007 2:23 am

My view. If people don't understand it they don't have to play it. I like it, I'd play it. Even if you don't like my silly map. :roll:

You even have pictures spelling it out, I don't get the confusion. Worst case you've made another Crosswords or Circus Maximums, those maps may not get played the most but they are fun for something different.

I would suggest cutting the bonuses in half though. If I'm holding the block of 4 like you show I'd be getting +16 continental in addition to at least 5 from the territories. Not that I mind slugging it out with groups of 30+ at a time, which I'm sure would happen a lot on this map down to 3 players, but if that wasn't your intent...

Anyway, I just don't want you to abandon the map. The yes's are leading still. :wink:
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Postby Captain Crash on Sat Feb 24, 2007 2:58 am

Coleman wrote:If people don't understand it they don't have to play it.


Hear, hear!
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Postby Qwert on Sat Feb 24, 2007 5:36 am

People dont want to stydu matematic, people want to play risiko and get fun. For me its compicated map, but these only my opinion.
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Postby spinwizard on Sat Feb 24, 2007 6:28 am

i probs would not play it...like crossword but i like the way it is done...keep going! :P
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Postby sfhbballnut on Sat Feb 24, 2007 10:52 am

spinwizard wrote:i probs would not play it...like crossword but i like the way it is done...keep going! :P

'
this isn't as confusing as crossword, its a simple grid layout with an interesting bonus configuration, I'd really like to see it done, but the xml is gonna be scary
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