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Dartboard Map

PostPosted: Wed Jan 02, 2008 7:44 pm
by john9blue
I've got another map idea. It's the Dartboard!

Image

Most of the real action will happen in the non-Bullseye area, which is essentially a square grid, but in a circular shape. The players start off on the Double territories, and try to capture as much territory as possible... because every single territory has a bonus! 40 of them are +1, 20 are +2 (the start positions), and 20 more are +3 (the 'triple' territories.) Double and Triple territories have their bonuses auto-deployed onto them, so people don't get eliminated early on by a giant 10-man army. The normal territories start with 1 neutral, and triples start with 3. Makes sense.

The territories are named like so: Double 9, Outer 3, Triple 20, Inner 1, etc. Naturally, people would want to take doubles and kill their opponents, instead of going for the normal +1 territories. To prevent this, I have made it so doubles and triples can only attack +1 areas. After several rounds, players will start to get large chunks of the board. Since doubles and triples can't attack each other, only 4 borders need to be guarded if you want to protect your 'slice of the pie'.

The objective of the game, however, is to hold the Inner Bullseye, which has 50 neutrals. (It's worth 50 points in real life darts... get it?) A player wins by holding it for 1 turn. But, it's blocked by the Outer Bullseye, which has 25 neutrals... like 25 points in real life. The Outer Bullseye subtracts 1 bonus army for every territory, so it's naturally a bad space to have, and should only be attacked when you're going for victory. Once the Outer and Inner Bullseyes are broken, it will probably be a mad dash for the center. Or, you could hold back, and get more bonuses, hoping that someone else will break the center... but if they don't, the game is over... it's all part of the mindgames of the map.

Sorry for the long explanation... anyway, here's a table that might make it a bit clearer.

john9blue's Totally Terrific Territory Table!
Territory````````Bonus``````````Neutrals
Double`````````+2`````````````None
Outer``````````+1`````````````1
Triple``````````+3`````````````3
Inner``````````+1`````````````1
Outer Bullseye```-1 per territory```25
Inner Bullseye```Victory!`````````50

P.S. Does anybody know how to re-install the Photoshop Free Trial? I deleted it and re-downloaded it, but it still says my trial period has expired.

Anyway, let's hear your thoughts. :D



Original Post:

Most of the real action will happen in the non-Bullseye area, which is essentially a square grid, but in a circular shape. The players start off on the Double territories, and try to capture as much territory as possible... because every single territory has a bonus! 40 of them are +1, 20 are +2 (the start positions), and 20 more are +3 (the 'triple' territories.) The normal territories start with 1 neutral, and triples start with 3. Makes sense.

The territories are named like so: Double 9, Outer 3, Triple 20, Inner 1, etc. Naturally, people would want to take doubles and kill their opponents, instead of going for the normal +1 territories. To prevent this, I have made it so doubles and triples can only attack +1 areas. After several rounds, players will start to get large chunks of the board. Since doubles and triples can't attack each other, only 4 borders need to be guarded if you want to protect your 'slice of the pie'.

The objective of the game, however, is to hold the Inner Bullseye, which has 50 neutrals. (It's worth 50 points in real life darts... get it?) A player wins by holding it for 1 turn. But, it's blocked by the Outer Bullseye, which has 25 neutrals... like 25 points in real life. The Outer Bullseye subtracts 1 bonus army for every territory, so it's naturally a bad space to have, and should only be attacked when you're going for victory. Once the Outer and Inner Bullseyes are broken, it will probably be a mad dash for the center. Or, you could hold back, and get more bonuses, hoping that someone else will break the center... but if they don't, the game is over... it's all part of the mindgames of the map.

Sorry for the long explanation... anyway, here's a table that might make it a bit clearer.

john9blue's Totally Terrific Territory Table!
Territory````````Bonus``````````Neutrals
Double`````````+2`````````````None
Outer``````````+1`````````````1
Triple``````````+3`````````````3
Inner``````````+1`````````````1
Outer Bullseye```-1 per territory```25
Inner Bullseye```Victory!`````````50

P.S. Does anybody know how to re-install the Photoshop Free Trial? I deleted it and re-downloaded it, but it still says my trial period has expired.

Anyway, let's hear your thoughts. :D

PostPosted: Wed Jan 02, 2008 8:23 pm
by edbeard
I like the idea, but I see a few problems and I have a few suggestions.


Not being able to attack from double to double or triple to triple is smart, but people will still lose doubles on the first turn. If I hold 1 and 4 then I'm definitely going to try to kill 18 to steal his double on my first turn. Since there's only 1 neutral on each outer area this won't be that difficult. Depending on how many doubles I have, this will be quite easy.

So, solution to this?

Make the double bonus apply directly to that territory. You could probably do this for all bonuses. I think that's a great idea since bonuses are so prevalent.

Now, I'm going to have at most 8 armies on this territory (3 to start +2 bonus +3 deployable armies). Still it's probably fairly likely someone will lose a double in the first turn (only need to kill one army twice and three armies once). Maybe putting 3 neutrals on each outer territory is required. We don't want people losing their doubles before they even move once.


edit:

Or, maybe make it so that triples and inner territories are the only ones that connect? You could keep the lower neutral numbers to start and it would prevent losing your double except in the most extreme circumstances.

PostPosted: Wed Jan 02, 2008 8:27 pm
by AndyDufresne
It may be helpful to take a look at this map...

http://www.conquerclub.com/forum/viewto ... 57&start=0


--Andy

PostPosted: Wed Jan 02, 2008 8:31 pm
by InkL0sed
I like it. Not much I can think to suggest.

PostPosted: Wed Jan 02, 2008 11:02 pm
by Night Strike
Wow, great idea.

Deploying the doubles bonus to the same territory is probably a must.

Can the XML even allow for a negative bonus based on the number of territories you control??

PostPosted: Thu Jan 03, 2008 1:38 pm
by john9blue
edbeard wrote:Make the double bonus apply directly to that territory. You could probably do this for all bonuses. I think that's a great idea since bonuses are so prevalent.

Now, I'm going to have at most 8 armies on this territory (3 to start +2 bonus +3 deployable armies). Still it's probably fairly likely someone will lose a double in the first turn (only need to kill one army twice and three armies once). Maybe putting 3 neutrals on each outer territory is required. We don't want people losing their doubles before they even move once.


So, in other words, you think that the bonus armies should be auto-deployed onto the territory itself? That would probably work, and it would make the odds of getting eliminated in Round 1 significantly less. It should only happen on double and triple territories, though, because fortifying your borders with a bunch of 1's would get boring.

Andy wrote:It may be helpful to take a look at this map...


Are there any ideas in particular you think I should adopt from that map? I think my map and Sully's map are radically different in terms of gameplay.

One idea I liked about Sully's map is the bonus for having all 4 territories in a number. I could include that in this map if people think it should be done. I don't need Sully's permission or anything, do I? :?

PostPosted: Thu Jan 03, 2008 1:52 pm
by Coleman
Nope. I think you are going to need to blur the edges on this one to make them less jagged. This is simple to do in photoshop or fireworks, but if you don't have those programs I don't know what to say to help you.

PostPosted: Sat Jan 05, 2008 7:56 am
by the_fatty
you would have to make it so the bullseye starts neutral

other then that, GREAT MAP!!!

PostPosted: Sun Jan 06, 2008 3:38 pm
by john9blue
the_fatty wrote:you would have to make it so the bullseye starts neutral


That's been the idea since the first post! Then again, I don't blame you for not wanting to read my obscenely long posts.

As for Photoshop, I can use it at school. They have CS2 installed, which is basically the same as CS3. So, when winter break ends tomorrow :cry:, I might have time to work on this. :D

PostPosted: Sun Jan 06, 2008 8:33 pm
by oaktown
you'll have some work ahead of you to make sure it isn't just a gimmick map that people play once then never come back to.

PostPosted: Mon Jan 07, 2008 4:24 am
by whitestazn88
looks cool, but i still think it would be easy to break ppls doubles if you had the first turn... esp if the inner and outer parts are only one neutral army. i mean, yeah, neutrals usually suck, it still seems like it would be a breeze to get to an enemies doubles quite easily.