here is the old initial post...
just a little preview of what ive been working on...
this one will be using the new XML code that lack has said he is finishing up...
-starting neutral territories...
-territorial bonus...
-ranged attacks...
the plan for this is completely different than anything else on the site...so if you feel like doing some reading lemme know what you think...
their will be 6 starting pirate ships, these are the only starting player territories...the rest of the map will start neutral. the ships get a auto territory bonus of +2 that is applied directly to the ship...borders with ships/land are one way to the land...
as the pirates move off the ship they can collect normal 'continent' bonuses....
In the center of the map is a fortress with a cannon pointed at each ship. Players who make it to the cannon can use it to range attack another players ship, thereby making their ship neutral and taking away the bonus.
because the cannon is the only way to hit the ship, its the only way you can fully eliminate a player...but even if you knock out their ship you still have to eliminate them from the island....and lack has said that ranged attacks will leave a neutral when you defeat an army...so you cant take another players ship, you can just 'sink' it.
3 player games = 2 ships each...4,5,6 players = 1 ship each (the others just go neutral automatically)
opinions...?
and here was my second post...
ok heres my scanned rought draft done by hand...I KNOW, im quite the artist...
-starting ships are labeled A,B,C,D,E,F (+2 bonus autodeployed to ship), each ship has a landing site that is part of the matching city.
-cities are labeled A1,A2,A3...B1,B2,B3...etc (+2 bonus for holding a city)
-resources are labeled R...for the resource bonus you need to hold a city, and the two resources on either side...this forces cities to duke it out back and forth for the resources...and if you attack the resource (neutral) you weaken your buffer zone from the nearby player....(ex person who attacks it first gets the resource but is weaker)
-Xs (crossroads) are attacked through the center of cities...and lead to the main fortress.
-main fortress has three entrances, and three cannons...
-top cannon can attack B/C, right cannon can attack D/E and left cannon can attack A/F...graphically ill prob have two cannons on the space pointed in the right directions, but you control both if you have the space.
-resources are labeled on the left, they wont be listed there in the final.
-key is going to be a hand drawn treasure map style, x marks the spot kinda thing
-the little mounds will be hills or something, i dunno.
I count 45 total territories
and i realize the bridge in F is on the wrong side, it should be in F3 for the symmetry to be proper, i will fix that.
btw cities are surrounded by walls if that wasnt obvious, just little gates in them allow access to touching territories.
the idea here is its equally hard to take a city for a bonus or just bomb rush the middle and hold the fortress to try and take out other peoples ships.
havent decided on or if to have a bonus for the fortress....
phew. comment away.
im going to go with the same basic idea...but the map will be different and Im thinking about reworking the territories in the middle...
more to come as I work it out...just letting everyone know im kinda back and lurking...