Conquest Mode

Suggestions that have been archived.

Moderator: Community Team

User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Conquest Mode

Post by Coleman »

I'm proposing an alternate game mode (that only works for certain maps) where players start with 1 or 2 territories and the rest are neutral.

How this could work is the maps with conquest mode would have an alternate xml file for conquest mode. Conquest mode would then be enabled with a check box, which would tell the site to use the alternate xml file. The reason it should be implemented as a checkbox is because it can coexist with all other game types. (I think it would be especially great for assassin games)

Priority 1 (Low)

Some examples of maps that seem compatible with this new game type and how it might be implemented on them:
Image
Image

Here I use ugly orange S symbols to designate possible start locations:
Image
Image
Last edited by Coleman on Sat Jun 23, 2007 3:28 pm, edited 1 time in total.
Warning: You may be reading a really old topic.
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Post by hecter »

I like it!!!
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
Spritzking
Posts: 117
Joined: Wed Jan 03, 2007 7:19 pm
Gender: Male

Post by Spritzking »

me too
ClessAlvein
Posts: 151
Joined: Sun Mar 04, 2007 9:30 pm

Post by ClessAlvein »

This could only work on perfectly symmetrical maps. Otherwise, whoever starts off in a small continent is almost guaranteed victory.
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Post by hecter »

ClessAlvein wrote:This could only work on perfectly symmetrical maps. Otherwise, whoever starts off in a small continent is almost guaranteed victory.

Which would be why it would only work with certain maps…
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
User avatar
Chad22342
Posts: 1433
Joined: Fri Sep 22, 2006 5:15 am
Location: Not Specified
Contact:

Post by Chad22342 »

hecter wrote:
ClessAlvein wrote:This could only work on perfectly symmetrical maps. Otherwise, whoever starts off in a small continent is almost guaranteed victory.

Which would be why it would only work with certain maps…


But it would also bring a whole new level of challenge to the game.
User avatar
RobinJ
Posts: 1901
Joined: Mon Aug 21, 2006 1:56 pm
Location: Northern Ireland

Post by RobinJ »

I don't quite understand but I've got a feeling it is brilliant :D
nmhunate wrote:Speak English... It is the language that God wrote the bible in.


Highest Score: 2437
Highest Place: 84
firth4eva
Posts: 6188
Joined: Sat Mar 03, 2007 7:20 am

Post by firth4eva »

i like it
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

I doubt anyone was looking too closely but there was supposed to be a neutral 1 in Tico on Age of Merchants. Oh well.

In theory conquest xml could be provided for more maps then these 4, but it would take a lot of math and neutral army count manipulation to make sure all starting positions have a decent chance of winning. I would say on non-semetrical maps conquest xml would likely need to go through it's own foundry stage.
Warning: You may be reading a really old topic.
User avatar
Blastshot
Posts: 325
Joined: Sun Jun 17, 2007 10:23 am
Location: A little town, in a medium state, from a large country

Post by Blastshot »

Amasingly simple yet brilliant!

(if it was anymore simple i might actually understand it!)
If someone described asked me to describe myself in one word, that word would be: Rocker
User avatar
AndyDufresne
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo
Contact:

Post by AndyDufresne »

Interesting idea...I think a lot more people would be interested in playing the symmetrical maps we currently have with this option. Lets see some more discussion.


--Andy
User avatar
unriggable
Posts: 8037
Joined: Thu Feb 08, 2007 9:49 pm

Post by unriggable »

I think Dim's 300 teritory map would work well.
Image
sfhbballnut
Posts: 1687
Joined: Fri May 05, 2006 3:01 pm

Post by sfhbballnut »

this would make the symettrical maps a lot more playable, I like it
User avatar
Bigfalcon65
Posts: 452
Joined: Sun Feb 11, 2007 12:55 pm
Location: Moscow

Post by Bigfalcon65 »

i like it alot
Former AP clan member
Former freedom fighter
Now a communist

Image
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

i have a map in the ideas thread that will play exactly like this. you start with 1 terr ( a castles) and your objective is to siege and capture all the castles

http://www.conquerclub.com/forum/viewto ... 63&start=0
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
hwhrhett
Posts: 3120
Joined: Fri Jun 02, 2006 8:55 pm
Gender: Male
Location: TEXAS --- The Imperial Dragoons

Post by hwhrhett »

I LOVE THIS IDEA!! it would definately make the symetrical maps that we love ALOT more fun to play.

i even like the way you mixed up the neutrals with some 1's some 2's and some 3's. very well thought out, you accurately predicted all of the ideas i had when i first read the description before looking at the maps, lol!!!

GREAT IDEA, would this be hard to implement?

are there xml guys that are willing to work on this type of thing?
Image
User avatar
Forza AZ
Posts: 4546
Joined: Thu Oct 19, 2006 9:27 am
Gender: Male
Location: Alkmaar, Netherlands

Post by Forza AZ »

hwhrhett wrote:GREAT IDEA, would this be hard to implement?

I think it won't be that hard, as there are now already 2 maps with fixed neutrals (Age of Merchants & Battle for Australia), so fix neutrals in other maps should also be possible.
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Post by hecter »

No, I also don't think that this would to that hard. Just have seperate xml's for the map, have one xml standard, and lack could have it so that when Conquest mode is chosen, it uses the other xml instead. Which one would depend on the number of players chosen. Though we'd need… 6 xml's in total.
1. Standard xml
2. 2 player conquest xml
3. 3 player conquest xml
4. 4 player conquest xml
5. 5 player conquest xml
6. 6 player conquest xml
However, each of those xml's wouldn't be hard. The borders would all be the same, so it would just be adding in all the neutral territories. I imagine the hard part would be discussing where to put the non-neutral armies, which would all be done in the foundry.

So, in short, little work for us, and less for lack.
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

I hadn't even thought as far as hecter. I just assumed there would be 2 xml files and then we'd just have to settle for certain # of player games having people start with 2.

Because if there are 6 start locations then 6, 5, & 4 are covered, the other 2 or 1 will just be neutral in the 5 & 4 player games.

I guess in some I had 8 or 10 start locations, then you might need many different ones depending on player count.

As for having people willing to work on xml for these. I'd be definitely willing to do it.
Warning: You may be reading a really old topic.
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Post by hecter »

Alright, let's envision this lame map.

A-B-C-D-E-F-G

The xml would have all the normal borders ect. for the standard xml. Then, for the 2 player conquest you would have these additions:
B neutral
C neutral
D neutral
E neutral
F neutral

For the 3 player conquest, it would look something like this added onto the standard xml:
B neutral
C neutral
E neutral
F neutral

And similar things would ensue for the 4, 5 and 6 player conquest.
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
User avatar
reverend_kyle
Posts: 9250
Joined: Tue Mar 21, 2006 4:08 pm
Location: 1000 post club
Contact:

Post by reverend_kyle »

I say this puts too much reliance on the dice.
DANCING MUSTARD FOR POOP IN '08!
User avatar
BobHacket
Posts: 131
Joined: Wed May 02, 2007 1:37 am
Location: Iowa

Post by BobHacket »

maybe you could set it up where you would have totally different rules, maybe have more armies, say 1 for each two countries or even 1 to 1, that way maybe the dice reliance wouldn't be a huge deal. Also maybe starting the neutrals with 2 armies instead of 3?

I don't know but I really like the idea, would deffinately make the assassin games more interesting.
Bob Hacket is my middle name
Image
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

hecter wrote:Alright, let's envision this lame map.

A-B-C-D-E-F-G

The xml would have all the normal borders ect. for the standard xml. Then, for the 2 player conquest you would have these additions:
B neutral
C neutral
D neutral
E neutral
F neutral

For the 3 player conquest, it would look something like this added onto the standard xml:
B neutral
C neutral
E neutral
F neutral

And similar things would ensue for the 4, 5 and 6 player conquest.


you would in acctual fact only need 4 seperate XML

-standards XML
-2 PALYER XML
-3 PLAYER XML
-6 PLAYER XML

4 and 5 players would be covered by the 6 player XML because when players are deloped het computrer will ensure that everyone starts with equal terrs and will automatically make th rest neutral
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Post by hecter »

Does Andy have anything else to say on this? I wonder… :-k
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

gimil wrote:
hecter wrote:Alright, let's envision this lame map.

A-B-C-D-E-F-G

The xml would have all the normal borders ect. for the standard xml. Then, for the 2 player conquest you would have these additions:
B neutral
C neutral
D neutral
E neutral
F neutral

For the 3 player conquest, it would look something like this added onto the standard xml:
B neutral
C neutral
E neutral
F neutral

And similar things would ensue for the 4, 5 and 6 player conquest.


you would in acctual fact only need 4 seperate XML

-standards XML
-2 PALYER XML
-3 PLAYER XML
-6 PLAYER XML

4 and 5 players would be covered by the 6 player XML because when players are deloped het computrer will ensure that everyone starts with equal terrs and will automatically make th rest neutral


Taking this to it's logical conclusion - 3 player would cover 2 player as well... as the 3rd player would be neutral...

Thus you would only need 3 XML files.

C.

PS Forgot to say - LOVE the idea Coleman... fucking nice one bruvva!!!
Last edited by yeti_c on Wed Jun 27, 2007 11:14 am, edited 1 time in total.
Image
Highest score : 2297
Post Reply

Return to “Archived Suggestions”