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Author Topic: Blitzen's Strategic Warmap.  (Read 5693 times)
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Blitzen Offline
EIR Veteran
Posts: 312


« on: August 19, 2009, 03:53:35 pm »

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
« Last Edit: August 19, 2009, 04:28:55 pm by Blitzen » Logged

Bullshit, only fags and girls dont like star wars Tongue
LuAn Offline
EIR Veteran
Posts: 572



« Reply #1 on: August 19, 2009, 04:00:47 pm »

Awesome Idea, I like it.
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aka UckY  Wink
Rudy-sanErik Offline
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« Reply #2 on: August 19, 2009, 04:12:22 pm »

lol nice idea Wink
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tank130 Offline
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« Reply #3 on: August 19, 2009, 05:35:36 pm »

Hey the cut off hexs surrendering was my idea......lol

But seriously, I'm still confused. I like the idea of making map choices based on a stratgey versus favorite.
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Blitzen Offline
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Posts: 312


« Reply #4 on: August 19, 2009, 06:42:56 pm »

what do you mean vs favourite?
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Caarnus Offline
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Posts: 92


« Reply #5 on: August 19, 2009, 08:16:42 pm »

This sounds like a great idea to me, hopefully this is something that is possible. I also noticed that the current war map doesn't really move at all, and it gets kind of boring playing the same map over and over again.
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speigas

mapleleafsnation Offline
EIR Regular
Posts: 33


« Reply #6 on: August 19, 2009, 08:50:56 pm »

I'm eager to read the developers input for this. I love the idea but it looks like something complicated/time consuming to code into the game.
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EIRRMod Offline
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« Reply #7 on: August 19, 2009, 09:13:22 pm »

Ive contacted him via PM.

Its on the same lines as is planned for the sectors.
And, very different at the same time.
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Aggamemnon Offline
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« Reply #8 on: August 20, 2009, 12:14:00 am »

Frontlines would hardly ever re-inforce since they are hardly every going to have less than the 6 max troops in the supporting hexes.

Otherwise, looks nice.
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LeoPhone Offline
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« Reply #9 on: August 20, 2009, 02:51:37 am »

YESYESYES!
make blitzen dev and leth him work on the warmap!
this must be put in! EiR will become mod of the year again for sure.

also, think about the gamemodes: if alles attack they can capture a new sector, but if axis win the defense they can never capture the allied sector. in R+ and M/E everyboddy can capture a new sector.

man! this system will double the strategic aspect of EiR, AND THATS GREAT!!!!
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EIRRMod Offline
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« Reply #10 on: August 20, 2009, 03:03:25 am »

LOL, just so you know - the warmap has been planned already, but I have contacted Blitzen for his input on those mechanics.

You guys will have something fun to play with Wink
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LeoPhone Offline
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« Reply #11 on: August 20, 2009, 05:05:25 am »

something else that can be added: some sectors having strategic value. for instance if you capture radar station, the entire allied army gets additional offmaps, or when axis have some sector, they get extra fuel.
but i dont think even more recourses is a good idea, so better make them lose offmaps and fuel from what they have now if they lose a cetrain sector they own in the beginning.
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GarnierMcG1 Offline
EIR Regular
Posts: 3


« Reply #12 on: August 20, 2009, 05:34:33 am »

Just please don't tie the in game maps to the sectors on the war map...
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Blitzen Offline
EIR Veteran
Posts: 312


« Reply #13 on: August 20, 2009, 05:48:03 am »

Ingame maps will not be tied to hex's.  A lot of my stuff is now changing.  You will not choose where you are attacking from, to where you are attacking.  You will play a game, which will give you movement points and kill points.  Kill points kill enemy regiments on your border, while movement points allow you to move troops to the front, or frontline troops into emtpy hex's (where you just killed the last enemy troop).
Hex's will contain things that have value, airfields, cities, forts, radar stations like you said.
There would be 3 maps, containing around 100ish hex's each.  They would be normandy, the... um middle and the Rhine.  The allies start on the first hex in normandy with overwhelming power.  They will have to push across all the maps as quickly as they can before germany can build up enough divisions to stop them.  This will  force the campaign to be around 6-8 weeks.
Now I just need to learn to draw hex's a lot better so I can map some sectors to show you.
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LeoPhone Offline
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« Reply #14 on: August 20, 2009, 05:58:09 am »

did you just revealed EIRRMods secret plan for (mod)world domination?
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Blitzen Offline
EIR Veteran
Posts: 312


« Reply #15 on: August 20, 2009, 07:24:29 am »

no.  EIRRMod has his own plans in the making,  I'm mearly making suggestions that he could use.  This is his mod and he makes the calls, we just get to put in input  Wink
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Aggamemnon Offline
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« Reply #16 on: August 20, 2009, 08:18:23 am »

Having strategic targets (with effects) is good, but the effects of holding them should not mess with peoples battalions imo.

You would have to stick to things like, + or - 10 seconds call in timer.
Extended spawn sprint bonus. (not immunity)
Offmaps more or less accurate (don't go adding or taking away offmaps either imo)
Chances for rerolls (on none elites only imo).

Abstract but effective bonuses/penalties.

The other thing is how do you decide who starts with what? (since the map will be split) it may be best to have a 2 per side, and in a middle section of the map (constantly contested) have another 4.
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Tymathee Offline
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« Reply #17 on: August 20, 2009, 10:45:13 am »

sounds awesome and great for a tournament.

the one thing i wonder is, how do you decide what to attack? Make a poll? have an overall allied/axis commander?

otherwise i think this is really good.

and i Like aggamemmon's idea that some sectors come with bonuses attacked, that'd make it real cool and would help in your decision whether to attack a certain sector or not "do we want better re-=roll chances? or hey, this give sthe enemy a longer spawn time" etc etc.
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"I want proof!"
"I have proof!"
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Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
LeoPhone Offline
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« Reply #18 on: August 20, 2009, 11:19:02 am »

well... you could make a chat forum in the launcher where only allies or axis can chat with eachother thinkin up strategies, but ppl with double accounts spyin around will be a huge problem.

and other abilities could be things like being able to attack a sector thats not on the frontline, etc.

oh, and i played some game today that looks something like the board game risk, it looks very much like our idea warmap:
http://www.freeonlinegames.com/rpg-games/world-wars-2.html
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GarnierMcG1 Offline
EIR Regular
Posts: 3


« Reply #19 on: August 20, 2009, 11:34:28 am »

I recently wrote a game that generates its hexmap.  Easy enough to turn the hexes white, so if this is of any use..
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