Telvannia wrote:I think a more realistic representation of racing is important for this map, i went with formula 1 as the bases for these ideas:
- varying track width:
- 4 wide on straights so that it is easier to 'overtake'
- 2 at corners, harder to over take, but the outer lane should have more territories
- 1 for secret routes.
That will be the plan, I'm currently working on a new draft.
Telvannia wrote:Add a pitstop, although my idea for this will only work depending on the order that the XML works, do killer neutrals happen before bonus calculations or after it?
I'm not sure how the XML works.
Telvannia wrote:Make the track a bit more complex, more curves ect.
That will be the plan, I'm currently working on a new draft.
Telvannia wrote:The starting might cause a problem, if the track is only 4 wide because the person who gets the first go if he is in the second row can kill people straight away, so maybe have 2 lines of neutrals between the two lines, or just have a 8 square wide starting positions
I have decided to go with 8 starting territs along with 8 lanes, this will go down to 4 lanes after a short start (but not too short).
Telvannia wrote:Maybe add more variety to the power up.
Will do, once I have some more ideas.
Telvannia wrote:Add hazards, like crashed cars, that cut the numbers of lanes down to one?
That will be the plan, I'm currently working on a new draft.
Telvannia wrote:Your shortcut needs lots more neutrals, i think it should have more armies to kill but less territories to move the same distance, maybe add decay because it is dust track or something. Currently you have to kill atleast 52 armies to go round the track and only 40 neutrals to go along the shortcut, maybe make it 12 on each shortcut territory.
The shortcut will change and there will most likely be more than 1. Army numbers etc. will be changed after discussion.
Telvannia wrote:The wall is not possible with current XML if i remember correctly.
There will be some other similar idea/power-up
Telvannia wrote:Maybe add height changes to the track, with more neutrals going up the hill, and less coming down.
Good idea, might have to implement it.
Telvannia wrote:Try to think up a way to make it possible to go round the track more than once, because you cant currently make many loops because of not being able to attack your own territories
Not sure if I'd do that, I prefer 1 lap, but i'd make it a long track so it's not a short game.
Telvannia wrote:Maybe make it so that you have 8 drivers, that are one way attacks to their car, and if you add the pitstop, having the driver and the driver pit area gives you a bonus, whereas having the pit stop for other drivers give you a negative?
Hmm that's a possible idea, I'll see how it goes when I get up to creating the pitstop.
Thanks for your ideas and support. I'll hopefully not be too far away from getting a decent draft up and then we can have some huge discussion about hot the map will go.