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Space Domination

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What do you think?

 
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Re: Space Domination

Postby natty dread on Fri Feb 26, 2010 5:18 pm

Conquer 4 passed and its kind of similar to this..


Firstly, that's kind of a moot argument: just because some other map passed in the past doesn't mean that any similar maps should automatically be passed.

Secondly: Conquer 4 is a whole lot smaller. Here we have what, 400 territories with no impassables between them. It makes a big difference.

I apologize.
I'm used to making games by my self.


No need to apologize, just to realize that the foundry is a community project... no man is an island ;)

Insted of impassables, High neutrals separating each planet so you would have to take out one of these neutrals in order to attack someone and the other high neutrals would act as impassables.


This could work. You could make some of them killer neutrals and some regular...
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Re: Space Domination

Postby Thomassaurus on Sat Feb 27, 2010 11:16 am

Map of neutrals

Click image to enlarge.
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something like this.
(the empty spaces are 2s)
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Re: Space Domination

Postby MarshalNey on Sat Feb 27, 2010 6:18 pm

I don't think there's much point to putting neutrals on or within the zone of the sun's baleful decay. I think the decay is a good idea, a good way of simulating the sun's impact... and harsh enough that it will act like a barrier in its own right without neutrals. Besides, I'm not sure that the decay wouldn't erode the neutrals anyway (?)

I also like the way that all "ships" bombard out to 2 spaces, that's a new element.

I do think your added barriers will improve the map. Actually strings of neutrals might be sort of interesting, b/c the ships on either side can bombard each other but can't attack.
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Re: Space Domination

Postby natty dread on Sat Feb 27, 2010 6:38 pm

all "ships" bombard out to 2 spaces


kinda makes the neutrals pointless though...
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Re: Space Domination

Postby MarshalNey on Sat Feb 27, 2010 9:39 pm

Well, not really, as I said the ships can plink at each other over the 'neutral zones' but they can't go any further because they can't attack. That seems a unique sort of gameplay, actually. Sort of makes for a no-man's land that extends a space either way beyond the neutral zone.
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Re: Space Domination

Postby Thomassaurus on Sun Feb 28, 2010 2:40 pm

MarshalNey wrote:I don't think there's much point to putting neutrals on or within the zone of the sun's baleful decay. I think the decay is a good idea, a good way of simulating the sun's impact... and harsh enough that it will act like a barrier in its own right without neutrals. Besides, I'm not sure that the decay wouldn't erode the neutrals anyway (?)


Thats true I think ill take off the 3 & 5 neutrals around the sun. I think the sun itself should still have high neutrals though.
The decay wouldn't erode the neutrals anyway, greenland for example has neutrals of 2 but when you take over them its -1.

Can I have it so the when the sun's neutrals are taken over, after the attacker looses his troops due to -3 the neutral will slowly grow back +3 till it reaches 10?

MarshalNey wrote:I also like the way that all "ships" bombard out to 2 spaces, that's a new element.
I do think your added barriers will improve the map. Actually strings of neutrals might be sort of interesting, b/c the ships on either side can bombard each other but can't attack.


Yep, it also widens your view in fog of war, kind of acts as long range sensors.
Last edited by Thomassaurus on Tue Mar 23, 2010 5:16 pm, edited 1 time in total.
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Re: Space Domination

Postby natty dread on Sun Feb 28, 2010 2:46 pm

Can I have it so the when the sun's neutrals are taken over, after the attacker looses his troops due to -3 the neutral will slowly grow back +3 till it reaches 10?


No. You can have them reset to neutral after every turn.
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Re: Space Domination

Postby Thomassaurus on Sun Feb 28, 2010 2:54 pm

Ok, I guess i'll have the sun a killer neutral then.
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Re: Space Domination

Postby Thomassaurus on Mon Mar 01, 2010 6:17 pm

Its probably against the XML but it would be a neat strategy if you could create a maximum amount of troops/ships that could be held in each territory, in your map.
Making someone spread out in order to attack. Especially in a map like mine with lots of territories.
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Re: Space Domination

Postby Thomassaurus on Tue Mar 02, 2010 8:15 pm

Any more ideas?
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Re: Space Domination

Postby Thomassaurus on Thu Mar 04, 2010 5:41 pm

Any ideas for a new name?
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Re: Space Domination

Postby 00iCon on Mon Mar 08, 2010 2:42 am

The sun sort of reminds me of Oasis. Perhaps if there was a reward behind it.
Or like 3 suns closely spaced, and in the middle is 'Unobtanium'(for argument's sake) or even Conqueronium(that map failed, lol).
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Re: Space Domination

Postby Thomassaurus on Wed Mar 10, 2010 1:24 pm

Can you have a reward for holding a killer neutral?

Whats Unobtanium&Conqueronium?
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Re: Space Domination

Postby 00iCon on Thu Mar 11, 2010 6:08 am

Thomassaurus wrote:Whats Unobtanium&Conqueronium?

Unobtainum is a commonly referred to fictional element (see Avatar and other badly developed scifi stories). Conqueronium was the objective of the Conquer Crater map, which died.
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Re: Space Domination

Postby Thomassaurus on Thu Mar 11, 2010 11:59 am

Ok. So it was the stuff they were after in avatar.
I'll give an objective of holding the sun some thought.

Can you have a reward for holding a killer neutral?
That would be interesting, hold all or part of the sun for some extra ships next turn even though you loose the ships on it.
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Re: Space Domination

Postby MarshalNey on Thu Mar 11, 2010 5:26 pm

T-saurus, I think you need to post the neutral placements on the first page of this thread, so that people peeking in can see the latest version. That's a must I think if you're going to get any more attention for this map.

Beyond that, the posts to this thread have slowed down a lot. While I'm personally OK with what you've got now as a starting point for discussing gameplay, there's clearly something missing that others are looking for in this map.

It'd be a shame to give up on the idea, since the 2-sqare attacks for all units is wonderfully unique and I think worthwhile.

I hate to suggest it, but maybe you should scale back the size a bit, and then you'd have some room for some more unique-looking graphics and/or gameplay in each theatre? I think the size was a major criticism from several people who posted. With the Hive map in beta, it's unlikely that the Forge will have an appetite for an ultra-huge ultra-open map in the near future, but I might be wrong.

Anyway, keep at it, I'd like to see this idea move forward.
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Re: Space Domination

Postby Thomassaurus on Fri Mar 12, 2010 2:40 pm

I did what you said on the first page, had it there already but in a link.

I guess ill work on making it little smaller.
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Re: Space Domination

Postby MarshalNey on Fri Mar 12, 2010 5:28 pm

Thomassaurus wrote:I did what you said on the first page, had it there already but in a link.


Nice, that'll help the new viewers a lot.

Thomassaurus wrote:I guess ill work on making it little smaller.


I know it sort of diminishes your idea for epic space warfare, but I think it'll be necessary to move this map forward. Who knows? Maybe something good will come out of it.

I had a thought, I don't know if you're interested in it, but as you know the bombard rule for 'ships' fascinates me: If you treat the 'attack 1 space, bombard 2 spaces' rule as pertaining to a 'standard' warship, then might there be some variants?

For instance, could there be a 'capital ship' type that can bombard out 3 spaces? Or a 'raider ship' type that can attack 2 spaces? These could be special ships that are marked as part of a fleet... maybe one fleet by a planet- the "Home Fleet" that has capital ships for protection- and another "Mobile Fleet" near a border or the meteor with Raiders as an offensive force...

In this scenario, the "Mobile Fleet" would perhaps be a way of 'jumping' the neutral zones (that's how I think of them anyway)... you could have the destination be another player's "Mobile Fleet", in which case you'd have defensive/offensive choke points. There are many other possibilities here of course.
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Re: Space Domination

Postby army of nobunaga on Fri Mar 12, 2010 5:34 pm

Anyone suggest 2-4 worm-holes... to warp around the map?
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Re: Space Domination

Postby isaiah40 on Fri Mar 12, 2010 9:15 pm

army of nobunaga wrote:Anyone suggest 2-4 worm-holes... to warp around the map?


I like! I like!! It would make the game play a little more interesting. Maybe 2 worm holes and a couple of black holes? Worm holes would be 2 way attack while black holes would be 1 way attack.
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Re: Space Domination

Postby MarshalNey on Fri Mar 12, 2010 9:32 pm

One thing to be cautious about, though, is that this may make the map seem like the only other real outer space maps, Solar System and... Space? (I'll look it up- yep it's Space) They use 'Jump Gates' and 'Wormholes' to move around.

The Black Holes as 1-way attacks, however, would be unique. Or, if you're thinking of Jump Gates, maybe make it singular. Like The Jump Gate, so that everyone has to fight over the Hyperspace Passage. Dunno. Just trying to anticipate what the foundry mods might say about the similarity, since with so few outer space maps this one is bound to be compared to the other two.
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Re: Space Domination

Postby isaiah40 on Fri Mar 12, 2010 10:37 pm

How about Star Gates (to take the idea from the TV show)? :D
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Re: Space Domination

Postby natty dread on Sat Mar 13, 2010 8:19 am

isaiah40 wrote:How about Star Gates (to take the idea from the TV show)? :D


copyright...
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Re: Space Domination

Postby isaiah40 on Sat Mar 13, 2010 9:52 am

natty_dread wrote:
isaiah40 wrote:How about Star Gates (to take the idea from the TV show)? :D


copyright...


Not really, if you make it as two words instead of one. Or you could cal them teleporters. :-k
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Re: Space Domination

Postby MarshalNey on Sat Mar 13, 2010 10:50 am

Hypergate?
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