Alright. So the new warmap is kinda cool. But I think that if the game is balanced, aka, each side winning about 50% of their battles, it won't really move all that much. And, since there is no strategy in it, its kinda boring imo. So I figured I might as well put in some ideas. Thinking of classic board games, I figured I'd use the hexagon idea. So here is a rough idea of what I was thinking.
Just to say, first off, I don't know much about how hard these things are to program, or what can be done, so just listen and we can discuss things after you read it!
The Map.
What you see is an extremely simplified warmap. Each hexagon is numbered for so you can choose where to attack from, and which hexagon you are attacking. Each hexagon also shows how many troops/regiments it currently contains(cept for 36, my bad!). Blue for allied troops, red for axis troops. Each side has a main HQ. Capturing this is victory.
Troops
This is where things get more complex. Everytime you attack, you attack with the number of players in your game on your side. As in, in a 3vs3, you use 3 troops out of the attacking hex and 3 out of the defending hex. If a hex does not contain enough troops it may pull ONE troop from a adjacent hex (the one with the most troops). This works on both attacking and defending.
Each hex may only contain so many troops. HQ hex's may hold 20 regiments, normal hex's may hold up to 6, hex's on the frontline (hex with an adjacent enemy hex) may hold 15 regiments.
Troop Loss - On starting a battle (the RTL phase) the number of troops in the game will disappear of the map. Upon completion of the battle, the losers troops will stay gone, while the attacks will reapper in the hex they attacked from (unless that player surrendered or was annihilated). If the enemy hex was taken, then they will appear there.
Troop Generation/Movement
There are two ways I though of doing this. The simple (way less cool) way, is to have each hex generate a new troop ever amount of time (aka, every hour, every two hours...) The more interesting way, is to have the HQ produce new regiments. Every Movement phase each hex attempts to gain troops. Each frontline hex will pull from surrouding hex's that contain more troops. Only Y amount of regiments may move from one hex to an adjacent hex per Movement phase(EG - every hour 2 troops can cross a border). Since frontline hex's contain a lot more regiments, they would pull from each other to balance the front line, then pull from hex's not on the front line. This means, as you wear down a hex really fast, you'll also pull men from the frontlines around it slowly.
Cut off hex's will surrender if they have less than 5 regiments. If they have more, they will lose 1 regiment every hour. Since only X amount of regiments my cross from one hex to another, saliants might not be able to reinforce fast enough.
Reinforcements - Since regiments are always moving forward to replace losses, new ones must come from somewhere. The HQ will generate new regiments at a certain rate(EG- Every hour 6 new regiments are generated). So losing battles faster then you can replace them will hurt your faction. And since these newly generated troops have to walk from the HQ hex to the frontline, it'll take time for reinforcements to get there. This also means, the further you push into the ememy, the longer it will take for regiments to get there from HQ. (This stops one side blitzing across the map.
**** A note. I know a lot of the numbers are used losely, or I say "period of time". This is because this would need to be tested. We might need more hex's, more men per hex, less men in non frontline hex's, how fast should men move ect.... Everything would need to be tested and set up so the war lasted a certain amount of time and couldn't be won too quickly.
Strategy - The main goal of all this!!! Now a player must make a strategic decision not only where to attack, but from where as well. Should I attack hex 49 to surround and capture the men in hex 50? Do I risk losing this attack, and leave a front weak when the enemy have lots of troops bordering that hex? Do I keep pushing into weakly held hex's and risk getting cut off and losing a pile or regiments behind their lines? Should I attack axis hex 26 from hex 34 to keep it from attacking hex 25, or should we try and capture hex 17 from hex 16??? Hurray! you must now make decisions that affect the war! Take a risk for a good reward, or take the safe route and attack a big hex from another big hex.
There are a million ways to take this, a ton of things to do to balance it or make it work. It's simply an idea that might be interesting for the future. So maybe build upon it or find something the same but simpler. Just thought I'd share, I love doing this shit!!!
I have most bases covered. I just didn't put it all in, if this is ever considered, I can tell you all! lol