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Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Postby TheSaxlad on Mon Oct 25, 2010 5:52 pm

Legend Fixed Please Move :)
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Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Postby Victor Sullivan on Mon Oct 25, 2010 6:01 pm

I switched my vote to "Other". It seems things that were suggested that would fall into the "Other" category were much better and creative. I don't understand why you would want dice...
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Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Postby Industrial Helix on Mon Oct 25, 2010 9:24 pm

Well you meet the minimum requirements... though I would have liked some thoughts on my other suggestions.

Furthermore, you ever think of making those lame squares look like houses? A simple triangle on a square would do.
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Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Postby Army of GOD on Tue Oct 26, 2010 1:32 am

I don't think everyone is gonna know what "Mr Moody" is.

I don't get the house bonuses. Why are the Dark Blues the same as the Browns and the Light Blue's 4?
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Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Postby TheSaxlad on Tue Oct 26, 2010 2:39 am

Industrial Helix wrote:Well you meet the minimum requirements... though I would have liked some thoughts on my other suggestions.

Furthermore, you ever think of making those lame squares look like houses? A simple triangle on a square would do.


Helix,

Thanks For Moving This,

As for adressing problems, please see the to-do list on op where there is a list. I think that houses are on there.

Industrial Helix wrote:
Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.


OK I like this idea a lot actually, but I'd always thought of having the houses as the starting points. I think this needs a bit of discussion...

Industrial Helix wrote:If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.

Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.

Fair Play,Nice Premise. I like, But how can we make it better?

The Only Problem with the starting points thing is once they get back round, the ones who went early will have their ones taken by those who are now getting 8 or 9 a turn?

Army of GOD wrote:I don't think everyone is gonna know what "Mr Moody" is.

I don't get the house bonuses. Why are the Dark Blues the same as the Browns and the Light Blue's 4?


At the moment AoG the bonuses are on how many places can attack them and from where, so light blue is very easy to attack to it gets 4 and so on and soforth.

Thanks Once again for moving this to Gameplay,

Let the hard work begin!

EDIT: Triangle on a square, what do you mean helix?
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby ender516 on Tue Oct 26, 2010 12:26 pm

Triangle on a square: put a triangle on a square to make a building with a peaked roof. Voila, a house.
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby TheSaxlad on Tue Oct 26, 2010 1:06 pm

ender516 wrote:Triangle on a square: put a triangle on a square to make a building with a peaked roof. Voila, a house.


I have tried, can anyone put a mock up for me on here, so that i can apply it to my own houses. sorry about this...
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Super Nova on Tue Oct 26, 2010 10:18 pm

There's a few more things to fix in the legend, plus a few other things I'd like to mention.

1: It is not clear whether or not you have to own all the horseshoes and the luck deck or just one horseshoe territ and the luck deck in order to get the bonus.

2: Same problem with Mr. Moody and Online Community.

3: Why do you have a blank square by the bonuses?

4: The houses attacks are not clear. (Has that even been decided? If not, a there still needs to be a place for it on the legend.

5:Depending on how players move around the board, the dead beat spaces may become moot.

6: Rather than having the luck deck correspond to horseshoes, have that be the dice picture. I think having the dice correspond to the luck deck fits; especially with this site's infamous dice. ;)

7: Not really important; but could we have the bonus numbers in black? It would make it easier to read.

8: To solve the problem of the players who went first taking the other players pieces, I have an idea. Would it be possible to make it so that once you own the luck you can attack 4 of the starting pieces, and if you own the online community deck you can attack the other 4? Even if this isn't possible, I think we need to have the decks part of attacking each others pieces; so that the decks are a bigger part of the game and not just a side show.
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby TheSaxlad on Sat Oct 30, 2010 1:06 pm

ok guys. there has not been much discussion in the gameplay.

can we facilitate some more ideas and get this thread moving.

Thanks
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Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Postby ender516 on Sat Oct 30, 2010 2:16 pm

TheSaxlad wrote:
Industrial Helix wrote:
Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.


OK I like this idea a lot actually, but I'd always thought of having the houses as the starting points. I think this needs a bit of discussion...

Industrial Helix wrote:If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.

Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.

Fair Play,Nice Premise. I like, But how can we make it better?

The Only Problem with the starting points thing is once they get back round, the ones who went early will have their ones taken by those who are now getting 8 or 9 a turn?


The trick here I think would be to make the bonuses your only source of deployable troops: no basic +1 for 3. To simulate the extra value of the highest valued square in each group (the one furthest around the board going clockwise), it could have a +1 autodeploy, and perhaps only such a square could attack back to the other squares in its group, to retake a broken bonus.
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Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Postby TheSaxlad on Fri Nov 05, 2010 3:49 pm

ender516 wrote:
TheSaxlad wrote:
Industrial Helix wrote:
Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.


OK I like this idea a lot actually, but I'd always thought of having the houses as the starting points. I think this needs a bit of discussion...

Industrial Helix wrote:If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.

Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.

Fair Play,Nice Premise. I like, But how can we make it better?

The Only Problem with the starting points thing is once they get back round, the ones who went early will have their ones taken by those who are now getting 8 or 9 a turn?


The trick here I think would be to make the bonuses your only source of deployable troops: no basic +1 for 3. To simulate the extra value of the highest valued square in each group (the one furthest around the board going clockwise), it could have a +1 autodeploy, and perhaps only such a square could attack back to the other squares in its group, to retake a broken bonus.


perhaps if we were to have the houses as the only autodeploy like +4 like poland wwII and then they can only attack the corresponding square.

I like the no +1 for 3 idea.
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Gilligan on Mon Nov 08, 2010 8:26 am

I thought I missed stuff by being away last weekend...
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Super Nova on Tue Nov 09, 2010 7:36 pm

Although the discussion concerning bonuses is looking good, I think we need to focus more on the way players are going to navigate the board in order to decide on how the bonuses will work.

I've compiled a list of the ideas so far. I haven't heard any opposition to the idea of traveling around the board counter clockwise, but the question is; how? Here are some of the ideas that have been presented.

(Green indicates who the idea is attributed too, same with Red but that is only for the makers of this map.)

1. Ability to attack up to 12 spaces ahead (sonicsteve)

2. 8 playing pieces on go with auto deploys (Whether or not they are actually on go doesn't matter, just as long as they have to get through go to do anything. (Super Nova)

2a. Own all territs out side of go. (Super Nova)

2b. Lose your piece you're dead (Victor Sullivan)

2bI. Have spaces specifically for attacking playing pieces. (Victor Sullivan)

2bII. (Assuming I understand this right) Have multiple pieces around the board you have to protect. (Saxlad) could you clarify?

3. Have each territ assigned two numbers; the territs that are exactly that number of spaces away can be one way attacked. (Super Nova)

4. Add houses [I think this should be included in the gameplay discussion](ManBungalow)

4a. Have the houses be the starting positions, no playing pieces (Industrial Helix)

4aI. Have the travel spaces make you lose pieces, so that players have incentive to actually own territories.

5. Each property has two territories, one for ownership and one for travel (Industrial Helix)

5a. I don't want to be too byast, but I like this idea.

Please note that if 5 is or 4a is implemented; the houses will no longer be houses but would really be ownership spaces.

6. Add a bank (army of nobunga)

Some of these ideas may work, some of them may not, and we don't have to pick just one, or even any of these ones. If anyone has more idea's, or wants to adjust a previous idea, please post saying so, and I'll add it to this post.

Have fun figuring this out everyone!

~Super Nova
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Victor Sullivan on Wed Nov 10, 2010 4:06 pm

Call me biased, but I like 2b and 2bI :mrgreen: (and thereby also liking 2)

I also like 5. 4a is a toss up for me. The rest I'm not a fan of. Maybe put up a poll where you can select >1 options and have each of these be an option?
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Super Nova on Tue Nov 16, 2010 11:19 am

Here's an overview of what I want to see for gameplay:

Players start only with a playing piece somewhere on the board, and in order to access anything from there they have to go through Go.

Players move by being able to attack 12 spaces ahead (I know that sounds a little crazy) but we would have the travel spaces.

The bonuses would be greater the farther around the board you get.

The goal would be to either capture opponents pieces by going through the dead beat spaces which would be massive killer neutrals, or two own all territs outside of Go (besides the dead beats).

If we want to keep the concept of houses in this, we could put the ownership space in the colored top of the territories. If we don't want to do that, I don't think not having houses will be to big of a problem. In fact, I'm actually In favor of dropping the house idea all together and just having the houses be ownership spaces.

I also like the idea of having the travel spaces decay your troops.

I'm also in agreement with the idea of the only bonus you get at the start is the auto drop on your piece, and you only get more bonuses by gaining monopolies or owning the decks.

So far only Sully and me have talked about this part of the gameplay. Where is everybody? Lets get some discussion going on how this is going to work! Once there are some clear favorite ideas for gameplay we can get a new poll up.

~Super Nova
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby TheSaxlad on Sat Nov 20, 2010 11:08 am

Ok, thanks guys, sorry I haven't been around but there doesnt seem much discussion anyway.

Still want this project through.

So Come On :D
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Evil DIMwit on Thu Nov 25, 2010 7:01 pm

Super Nova wrote:Players start only with a playing piece somewhere on the board, and in order to access anything from there they have to go through Go.
[...]
The bonuses would be greater the farther around the board you get.

I like this. Very much theme appropriate; very different from any other map in CC. I don't like the idea of losing if you lose your playing piece; it would probably make it too easy to knock someone out. But if you strew the pieces all around the board and connect to them from their adjacent territory, then you can give a nice bonus for collecting 5+ pieces.

Players move by being able to attack 12 spaces ahead (I know that sounds a little crazy) but we would have the travel spaces.

You're right; that does sound crazy. I prefer this idea:
Super Nova wrote:3. Have each territ assigned two numbers; the territs that are exactly that number of spaces away can be one way attacked. (Super Nova)

If you make the numbers 1-6 you can indicate each space's assaults with little intensity cubes. You'll have to cleverly arrange the spaces so that every territory can be accessed but that shouldn't be too hard. If that leaves travel too constrained, another possibility is to be able to travel via one cube, the other cube, or the sum of both.

Building houses would be a nice way to increase a bonus that you already own -- getting a base bonus for holding the 2-3 board spaces for that bonus, and then something like doubling or one-and-a-halfing the bonus if you own all its attached houses.

The Luck Deck/Online Community bonuses -- do those require just one horseshoe/MrMoody, or do you need to own all of them? You should clarify this on the legend.

For the Bust Multis/Multis bonus, 3 seems too much, since it's just two territories and they're connected. I think it would be amusing if Multis actually consisted of multiple territories, but you might decrease the bonus to 2 just as well.

It makes sense to me that cars should connect to each other -- something like that to increase mobility. If that gives too much early access to the high-valued part of the board, you can make it so each one only connects to the next one in the line, and that the later ones on have higher neutrals.

Those are my suggestions. I think there's a lot of cool potential in this idea.

(For what it's worth, I like the idea of having Rail USA/Rail Europe/Rail Australia/Rail Africa as the railroads.)
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby TheSaxlad on Wed Dec 08, 2010 5:10 pm

Ok so we use trains now.

Sorry there hasnt been much development on this map, lots of other stuff to do... but im still here.
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Victor Sullivan on Thu Dec 09, 2010 6:38 am

I thought of an idea: For the property spaces, have a number of neutrals there equal to their cost on the Monopoly game board. Use the troops as currency, basically. Thoughts?

-Sully
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Super Nova on Thu Dec 09, 2010 11:18 am

Would you divide the number of troops by 10? ( :shock: 400 troops on boardwalk)
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Victor Sullivan on Thu Dec 09, 2010 4:37 pm

Just make the troop income larger.
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Super Nova on Tue Dec 14, 2010 2:24 pm

So your pulling for a map where everyone has 10 bazillion troops?

Can't say that I don't like the idea for some map or another, but for this one?

Then again, if we do do this with the actual values from the game, maybe someone will be able to come up with a conqueropoly junior game as well...
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Victor Sullivan on Tue Dec 14, 2010 3:38 pm

I mean, city mogul did the high troop count to make the troops seem like money, and I think the same should be applied here.
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby ender516 on Tue Dec 14, 2010 6:40 pm

This could be an interesting way of giving this map some unique gameplay. (I thought I made this comment the other night, but I guess I didn't hit submit on the quick reply.) The only problem is that the original board game gives you a lump sum to start. I wonder if starting positions can be given huge initial troops (like 1500, the traditional starting balance).
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Re: Conqueropoly V6.1 [Transport Poll][D][Pg.7]

Postby Super Nova on Wed Dec 22, 2010 8:21 pm

Lets get a poll up for how players move around, and then get one up for neutral starting numbers and the like. The old poll is pretty much done.
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