Resources and equipment (linked by a rough track/transport network) are the sole goal, instead of traditional territory boundaries. Each resource give the ability to survive in a particular way and is a link in the chain to greater success and survival.
just some thoughts, i have not formulated all but i think the general concept (as well as being based upon bonus's for groups of resources/equipment) should be based around the idea of time running out for the terraformers. i.e. if you do not have means to produce food you will run out of rations and die. (or perhaps taken down to a 1 troop per territory minimum)
Some of the concepts/territories i have developed, some not yet but i have left them listed. see if you can understand what i mean and of course some of this may not be possible:
Communication centre: Only one territory is un-fogged to each player on game commence; once communication centre is captured your own troops become visible
Biosphere: - food production - If Biosphere is not captured player will lose 1 troop from every territory after round 3. 1 troop lost each round thereafter
- life support components: - If life support system is not gained within 3 rounds 1 troop from each territory dies and again each 3 more rounds. - health facilities - 1 troop will be lost for each territory if health territory not captured after round 8 - 1 more troop lost each round thereafter
- development of a local logistic system - construction industry - a second or many mobile manned bases
- maintenance - if maintenance unit and equipment not owned 1 troop from each electrical or mechanical territory is lost commencing round 6 and 1 troop per territory lost each round thereafter.
- basic material manufacturing - utilities - support facilities
- local roads/rail track - vehicles - vehicles can travel to/attack to adjacent non-adjacent territories (similar to cavalry in Waterloo) - space port - Domestic planet surface travel from port to port (enables maintenance to various sectors etc.)
Last edited by jiminski on Mon Aug 18, 2008 7:27 am, edited 1 time in total.
l3eater wrote:THat is a sick Map jim!, BTW, are those golf balls?
heh! i am no artist (the golf balls are biospheres; for growing plants in spite of a non-friendly atmosphere) .. i just cobbled something together to give an artist an idea .. and with luck inspire them to create the map. .. ideas and gameplay i can help with but more than that .. not really.
Ethitts wrote:Sounds like a great idea, but I'm pretty sure that most, if not all, of your game play plans can't be done in the current XML.
well i do not know about these things.. i did have a brief chat with DiM and he 'seemed' to think that it would work.... hehe some of the outlandish stuff i had in mind, he told me were not possible. (abyss-mines, with randomly changing resources only accessible via remote robot probes .. and so on )
foregone wrote:Alot of it could be done if we had time activated mechanisms. Complex to do I'm sure. Though the game actually sounds awesome.
having never played AOM before i can see that the reduction of troops is possible, i suppose it is adding the selectivity based on resource territory ownership which would make it more complex.
Your map idea seems interesting. However, I see a bit problem (other than the current XML not allowing some of the things to be done). If players lose so many reinforcements due to not having the right resource terriotories, how will they be able to fight each other?
Maybe is just that I didn't understand the concept properly, but this question came to me after browsing the thread.