I look forward to reading your comments.
=D13=
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Updated 11/21 based on thread discussion
Here we go...
For gameplay I am focusing on these three core ideas.
1) bonus rewards that are non linear or inverted.
2) bonuses that are based loosely on a fibonacci sequence of numbers.
3) a personalized win condition different for each player that can shift in nukes based games.
In my opinion, one of the more interesting types of gameplay is Assassin. Balancing assaults against all opponents while you simultaneously work to eliminate your target can be quite difficult. This gave me an idea for a map that assigned you a “win condition” target randomly at the beginning of the game.
I also would like to use a bonus structure that rewards you for having “just enough” territories to accomplish your task at hand but penalizes you for conquering too much. It might be a good idea to disallow Terminator games on this map as well because of this.
I am giving the map locations generic names from Chess for now mainly because I want to discuss gameplay without the added burden graphics nitpicking.
Game Modes
Because of this win condition I believe it would be too easy to “cheat” in a team game to Team and Polymorphic are out.
Player Starts
- Each player starts with a King, 3 of that Kings 5 Knights, 1 Rook and 3 Pawns.
Win Condition
- Control the matching King of the Rook you control. Seems simple but to assault any Knights you must first gain control of 8 Pawns in the arena.
Lose Condition
- Control no King or Knights and you are out of the game.
Board Areas (120 territories)
- 12 Kings (with 5 Knights each)
- 12 Enemy locations
- 36 Pawns (in the Arena)
Rooks (R)
- Designate which of your opponents you need to conquer to win the game
- Can not assault or bombard anything
- Starts with 3 (This means you will probably only drop 1 here in Manual deployment games and have 2 additional troops to take into the fray)
Kings (K)
- Starts with 3 troops
- Can assault Matching Knights
- Can assault any Rook except their own if you hold no Rook (due to nukes)
Knights (N)
- Are the defenders of the king as well as masters of battle and may assault pawns.
- Start with 3 troops
- Can assault Pawns
- Can assault their King when you control at least 3 of them
- Can be assaulted by Pawns when you control at least 8 Pawns
Pawns (P)
- Your Pawns are your general troops. They vie for control of the battlefield so that you can more effectively wage war but cannot themselves become embroiled in the war until they have some semblance of control on the open battlefield.
- Can assault any other Pawns
- When you have 8 or more Pawns they can assault any Knight
Bonuses
The bonuses are based on Fibonacci numbers rather than standard linear progression of numbers to simulate risk vs reward. In the case of Knights, the more you assault a King’s position the more aggressively they will defend their position. The more defense they have the less they feel the need to increase their troops.
- King & 0 Matching Knights = +13
- King & 1 Matching Knight = +8
- King & 2 Matching Knights = +5
- King & 3 Matching Knights = +3 - players start with 3 of their own 5 knights
- King & 4 Matching Knights = +2
- King & 5 Matching Knights = +1
- 0 Pawns = + 5
- 1 Pawns = +3
- 2 Pawns = +1
- 3 Pawns = +0 - Players start with 3 pawns each
- 5 Pawns = +1
- 8 Pawns = +3
- 13 Pawns = +5
- Rook & 0 Matching Knights = +1
- Rook & 1 Matching Knight = +2
- Rook & 2 Matching Knights = +3
- Rook & 3 Matching Knights = +5
- Rook & 4 Matching Knights = +8
- Rook & 5 Matching Knights = +13
http://imageshack.com/a/img19/5136/282c.png
