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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby iancanton on Wed Jul 22, 2009 5:12 pm

in a quads game, i assume that each player starts with 1 car and 1 pit crew. if player 1 receives +7 for retaining his car positions, then he can deploy 10 troops on his crew, making 20 total, conquer one of the tools, then knock out the car bonus of player 2 and player 4, leaving team 2 crippled. u'll need to reduce the number of starting troops on the pit crew, as well as make part of each car start neutral, to stop this from happening.

ian. :)
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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby dolomite13 on Wed Jul 22, 2009 7:02 pm

iancanton wrote:in a quads game, i assume that each player starts with 1 car and 1 pit crew. if player 1 receives +7 for retaining his car positions, then he can deploy 10 troops on his crew, making 20 total, conquer one of the tools, then knock out the car bonus of player 2 and player 4, leaving team 2 crippled. u'll need to reduce the number of starting troops on the pit crew, as well as make part of each car start neutral, to stop this from happening.

ian. :)
Yep that sounds like a small problem I will look at the numbers again. I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately. Also starting the pit equipment at 5 neutral might fix this. The +7 for the 3 car locations was so that you could use 3 to reinforce the car locations as they will loose one per turn and then have 4 leftover. Maybe +5 is a better number. I think the pits crews could start with 3.

So you would get +1 unit for track at the start and +5 for the car. You would need to drop 3 on your car locations and you would have 3 leftover to drop elsewhere. That would be a max of 6 on your pit and with all pit equipment having 5 to start i would think it would be better to drop on the track early.

Hows that sound?

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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby iancanton on Sat Jul 25, 2009 4:47 am

dolomite13 wrote:I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately.

the trouble is, if player 1 starts with a +7 or +5 car bonus, then player 2 is likely to have his own car bonus destroyed before he starts. i suggest that each player has his car almost under control, except for each car's fuel being 1 neutral, so that he needs to do something positive on his first turn to earn his car bonus.

dolomite13 wrote:Also starting the pit equipment at 5 neutral might fix this.

i'm already assuming that the pit equipment starts with 5 neutrals, since u say so in the opening post.

dolomite13 wrote:I think the pits crews could start with 3.

this is better. each player then has to think carefully about where to deploy and when to use the pit crews to break out.

instead of using 88s in ur army circles to show neutrals, can u show the number of starting neutrals instead?

an idea for the title: conqueropolis 500?

ian. :)
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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby thenobodies80 on Sat Jul 25, 2009 7:48 am

Click image to enlarge.
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Nice!
Your map reminds me of this old game that is somewhere in the closet :)
show


Anyway,reading your first post:
dolomite wrote:Connections
- One track location can attack all pit locations (location 26).
- One track location can be attacked by all pit locations (location 1).
- All pit locations can one way attack all pit equipment.
- All pit equipment can bombard all car locations (fuel, engine, tires).
- You can attack all of your car locations (fuel, engine, tires) from your pit location.
- All pit crews can bombard each other.


Maybe i'm mad, but i can't find nothing on the map that explain me how i can attack crew (location 26 with the quoted text). And how i can attack Pit Equipment?
I think you should add this informations on the legend, i see that location 1 and location 26 have a red border, but actually you have to assume that 26 is the access of the pitlane, where you can attack (or bombard?) crew and assume that crew, in turn, can attack (or bombard?) equipment.
Sorry if i'm wrong and i missed the informations somewhere on the map. ;)
Agree with iancanton about cars locations.

It's a funny map, keep it on! ;)
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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby lostatlimbo on Mon Jul 27, 2009 9:05 pm

I love this idea and think it will make a great map. Very unique gameplay opportunities.

I only have two suggestions:

1. Change the term "Car Locations" to "Car Conditions". The use of Locations for things like Fuel and Tires is confusing to me. Location makes me think of the track, not the Engine. Car Conditions or Car Levels is much clearer.

2. The legend says "Pit Crews can one way attack all YOUR car locations." The your is out of place, but I'm also not entirely clear as to what this means. I assume you mean "Pit Crews can one way attack ANY car location"?

Okay, one more - the idea of having a singular territory to attack all the pit crews gives me some pause. Perhaps the Pit Equipment could attack back the Pit Crews? There is an awful lot of one way attacks and bombardments here (which i like), but it might not hurt to open up the attack routes just a smidge.

Good work - hope to see this one moving on quickly!
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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby sailorseal on Fri Jul 31, 2009 4:59 pm

I love the idea, maybe to simulate fuel and other such upgrades you could make several territories under each category and start all but one as nuetrals
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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby dolomite13 on Fri Aug 28, 2009 5:25 pm

Map update coming this weekend
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Re: The Conquer 500 - Updated 7/20/2009 - [P1]

Postby thenobodies80 on Fri Aug 28, 2009 7:11 pm

Poll Result

What do you think of this map idea?

I Love it!...6...19%

I like it... keep working on it....16...52%

It's OK but I have some ideas that would improve it (see my post)...1...3%

It's not quite my cup of tea but I can see where others might like it....4...13%

I would rather play another game of classic....4...13%

Total votes : 31
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Re: The Conquer 500 - Updated 8/30/2009 - [P2]

Postby dolomite13 on Sun Aug 30, 2009 5:13 pm

After looking over everyone's comments I have made some rather large changes to the bonus structure and attack routes. The changes are too numerous to list individually.Instead I will post the map and update the description text in the first post to match the current gameplay.

http://farm3.static.flickr.com/2535/387 ... 1ae2_o.png

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Re: The Conquer 500 - Updated 8/30/2009 - [P2]

Postby iancanton on Fri Sep 11, 2009 4:22 pm

let's play our hypothetical quads game again. player 1 receives 3 troops and deploys on his pit crew, making a stack of 6, which he uses to bombard and annihilate player 2's pit crew. player 2 can't do very much except take a track region. player 3, who is player 1's teammate, deploys 3 troops on his own pit crew and annihilates player 4's pit crew. do u see where this is going?

the pit crew are so important to each player that we can't let the pit crew bombard each other directly.

ian. :)
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Re: The Conquer 500 - Updated 8/30/2009 - [P2]

Postby dolomite13 on Sat Sep 12, 2009 3:00 am

i agree
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Re: The Conquer 500 - Updated 8/30/2009 - [P2]

Postby thenobodies80 on Fri Oct 09, 2009 9:56 am

[Moved]

It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. ;-)
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Re: The Conquer 500 - Updated 8/30/2009 - [P2]

Postby dolomite13 on Tue Jan 05, 2010 1:50 pm

Now that the foundry has a more solid process I would like to start work on this map again... I will submit a design brief to get this map restarted.

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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby Night Strike on Tue Jan 05, 2010 2:25 pm

Oh wow, awesome map. And I enjoy NASCAR.

For the car colors/names, I see two possible options for you to take:
  1. Color each of the cars the same as the 8 player colors used on CC. You can then name them using their color. You can mix the pit crew order at the top so it's not listed red, green, blue, etc. from left to right. You can also code the starting pit crew positions to match the player's color.
  2. Name each car as a mod/admin group and color them with the appropriate mod colors. It provides the uniqueness of CC without having to create names.

For gameplay, I think it would be worth considering aligning the Pit Equipment with the specific Car Conditions. Engine attacks Engine, Fuel attack Fuel, and Tires/Jack attack Tires. Tools can start with more neutrals than the other equipment and can attack all 3 Car Conditions.

Add a Start/Finish line. Make sure that background image you used of Indianapolis Speedway is not copyrighted.
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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby dolomite13 on Tue Jan 05, 2010 8:01 pm

Thanx Night ... any chance we can get this moved back to the melting pot and out of mothballs =)

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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby thenobodies80 on Wed Jan 06, 2010 9:31 am

dolomite13 wrote:any chance we can get this moved back to the melting pot



[ Moved ] back to the melting pot under mapmaker request ;)

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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby ender516 on Wed Jan 06, 2010 12:23 pm

This map has a lot going for it, but let me make a correction on your Starting Forces information (the second one in your initial post: maybe you should rename it Initial Distribution or some such thing). Since track locations 1 and 26 are starting neutrals, there will be only 28 locations to divide among the players, so quoting your first post but highlighting my changes, we get:
dolomite13 wrote:Starting Forces
Players are assigned the pit crews as starting positions.
Additional track locations excluding 1 and 26 are assigned randomly.

In a 2 player game
- both players would have 4 pit crew each. (8/2)
- both players would have 9 track locations each with 10 remainder set to 3 neutral. (28/3)

In a 3 player game
- all players would have 3 pit crew each with 2 remainder set to 1 neutral. (8/3)
- all players would have 9 track locations each with 1 remainder set to 3 neutral. (28/3)

In a 4 player game
- all players would have 2 pit crew each. (8/4)
- all players would have 7 track locations each with no additional neutrals. (28/4)

In a 5 player game
- all players would have 1 pit crew each with 3 remainder set to 1 neutral. (8/5)
- all players would have 5 track locations each with 3 remainder set to 3 neutral. (28/5)

In a 6 player game
- all players would have 1 pit crew each with 2 remainder set to 1 neutral. (8/6)
- all players would have 4 track locations each with 4 remainder set to 3 neutral. (28/6)

In a 7 player game
- all players would have 1 pit crew each with 1 remainder set to 1 neutral. (8/7)
- all players would have 4 track locations each with no additional neutrals. (28/7)

In a 8 player game
- all players would have 1 pit crew each. (8/8)
- all players would have 3 track locations each with 4 remainder set to 3 neutral. . (28/8)
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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby dolomite13 on Wed Jan 06, 2010 7:08 pm

Yep i need to look over the whole thing and make sure it all jives... I only work 1/2 day friday and I will do that then :)

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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby MrBenn on Sat Jan 09, 2010 4:59 pm

Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.

The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.

Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).

I like it when map ideas get me brainstorming!
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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby WidowMakers on Sat Jan 09, 2010 5:42 pm

I agree. at least 1 more lane would be very nice.
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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby dolomite13 on Sat Jan 09, 2010 10:00 pm

MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.

The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.

Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).

I like it when map ideas get me brainstorming!

Thanks I will see what I can do about additional lanes around the track =)

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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby ender516 on Sun Jan 10, 2010 12:49 pm

dolomite13 wrote:
MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.

The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.

Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).

I like it when map ideas get me brainstorming!

Thanks I will see what I can do about additional lanes around the track =)

=D=

This raises the possibility of having a different victory objective. Perhaps holding a single lane all around the track would be practical. Also outer lanes on curves could be longer (more territories), but not adjacent to the corner territory inside the curve. If certain territories at the corners were used for lane changing, you could even have a victory condition of a path around the track that could change lanes at different points. It might be simpler just to put multiple lanes in the straightaways. Lots of possibilities down these lines, eh?
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Re: The Conquer 500 - Design Brief Submitted 1/5/2010

Postby dolomite13 on Mon Jan 11, 2010 2:19 am

I started making changed to the track but the image isn't really all that friendly to making nice clean lanes so I will be working on it this week to see what I can do with it. It's a little harder with the shape I am using vs the oval track of that gladiator map. Should have something this week.

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Re: The Conquer 500 - Gameplay Discussion (Lanes)

Postby MrBenn on Mon Jan 18, 2010 7:33 pm

The concept of this map is very good, and is one of the few maps that I am interested to see develop. There is a mixture of opinion about how convoluted the gameplay/instructions are going to be; and there is no doubt that the gameplay is going to need a fair bit of work. Having said that, there is plenty of scope for flexibility while sticking to your vision of the players attempt to maintain their cars working condition while conquering the racetrack.

Here's some food for thought about the racing grid to contemplate while you acquaint yourself with the gameplay guidelines:
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[moved to the Gameplay Workshop]
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Re: The Conquer 500 - Gameplay Discussion (Lanes)

Postby dolomite13 on Tue Jan 19, 2010 10:04 am

Thanx Benn I will look at that today =)
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