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Author Topic: B's Warmap Version 2  (Read 3735 times)
0 Members and 3 Guests are viewing this topic.
Blitzen Offline
EIR Veteran
Posts: 312


« on: August 20, 2009, 06:25:24 pm »

Alright.  The new and improved version!  With Italian design, German Engineering and outsourced labour!!

Since this is the third time I'm writing this, (due to insane storms in the toronto area, lost power 3 times) I'll be more brief and annoyed...
Objective.  Keep the map moving, no stagnation.  This is no each side tries to push the other to win.  The allies are invading, they have numbers on their side, they will win, the question is how fast.  
The map of europe is split into three zones or sectors.  Normandy,  Paris to Luxemburg and then the Rhine.
Each zone/sector is a map of the area, overlaid with hex's.  Each hex may contain an amount of either axis or allies, or none.  Some hex's will have cities,air fields, radar stations, forts or a lot of things we haven't come up with yet!
Here is a picture of the Normandy sector. I'm still working on it, some hex's will come and some will go.

To make it all brief, cuz I don't wanna give much away, I'll kinda gloss over things.  Though I already have all the numbers worked out for roughly a two week fight on this map.
Heres how it works.  You play your game of coh, any map, any gamestyle(attack/defend...).  After the game, depending on the type you get Kill points(KP) and Movement points(MP).  KIll points kill enemy troops(drop their power number in a hex by one), Movement points move one troop from a hex to an adjacent hex.
Allies -  Will win the sector, the idea though is how long will it take them.  They start with 2-4 Hex's to the left of Caen and a ton of men.  It costs one MP to "land" a new unit on the map.  Allies will be able to bring men into the fight much much quicker then the germans.  Once Le Havre is captured, men may be landed there as well.  Allies always die from 1 KP, 2 units will die from 1 KP if they are not connected to a landing zone(as in, they are cut off).  Win sector
Axis - Will lose the sector, but must delay allies as long as possible.  Start with around the same strength as allies, but spread about the map.  Can call new armies in from southern France into Senonche or Vire and from Calais(where the axis though allies would land) into Beauvais.  Axis troops cost 3MP to call in.  Axis troops though, take 3KP to die.  This means axis are hard to kill, but they don't get many new men.  If they are cut off from supply, they cost 1KP less to kill.
Strategy
Axis - Must try and keep control of Paris.  They could abandon all the men out on the continental peninsula (Cherbourg area) and simply doom fort Paris, but then the allies could simply capture their Reinforcement points.  To not lose their precious troops, they should try and keep the left side of the map supplied, as they move the men out of there.  The axis must attempt to hold all strong points and strike out from these.  As the number of axis troops drops, they must be more carefull where they make their stands.
Allied - Their first priority should be to cut of the axis troops to the west so they can be killed off much easier.  The allies will have lots of men, so there will be lots to move around.  The individual player must decide if he will use his points to whittle down axis strong points or simply go around them.  But they must work together, if half the players go around, and the other half waste troops attacking, they will leave themselves exposed, since allied troops die much easier.  Cutting off the axis reinforcement points should be the next object, so they can no longer reinforce paris.
Game Modes.
You Played                   getting __/__ points
      Win         Loss                                                                              
      KP   MP      KP   MP
Attacking                4   2      1   3
Defending      1   4      1   3
R+      2   3      1   3
ME+      3   2      1   2
As you can see, some points will be useless.  Allies winning a defense will not kill any axis troops(unless there are some out of supply).  While the axis will kill an allied troop even if they fail an attack or ME+.  This was put in to make the armies different, reflect on the supperior skills and units the Axis had, while realizing that what they had could not be replaced very easy.
Obviously all these numbers can change or time based units can be added to adjust balance.
The starting number of troops and placements I'm still working on.  Same with prices.  I want the axis to lose about 20 troops in a 24 hour period.  This would start them with around 300 troops.  The balance of Killed troops vs Created troops is what I'm trying to perfect right now.
« Last Edit: August 20, 2009, 07:54:11 pm by Blitzen » Logged

Bullshit, only fags and girls dont like star wars Tongue
Blitzen Offline
EIR Veteran
Posts: 312


« Reply #1 on: August 20, 2009, 06:34:13 pm »

Can't get the damn numbers to go straight, so here they are again
(KP|MP}
                       win                   loss
Attacking ........(4|2)................(1|3)
Defending.........(1|4)...............(0|3)
R+..................(2|3)............... (0|3)
ME+................(3|2)...............(1|2)
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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #2 on: August 20, 2009, 07:51:32 pm »

 Brilliant work Blitzen. I am very interested in seeing how this concept continues to develop, but as it is I believe it will very dramatically elevate EiR to an even higher standard of excellence.

 You are a credit to the mod.

 -Wind
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Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?

Just sayin'
mapleleafsnation Offline
EIR Regular
Posts: 33


« Reply #3 on: August 20, 2009, 08:19:21 pm »

What happens if the Axis somehow manage to capture all the landing zones? Is it possible?
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #4 on: August 20, 2009, 08:31:33 pm »

id actually like the warmap to be like a Command and Conquer Campaign which would be really cool.
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Blitzen Offline
EIR Veteran
Posts: 312


« Reply #5 on: August 20, 2009, 09:06:07 pm »

The axis will never take the beaches.  Unless everyone in eirr teamed up, and the allies moved all their men away, and the axis moved in.  But that would be kinda retarded, lol.
Now I've had to change things around.  To properly balance new troops coming in for axis and allies, and the number dying.  I'll have to make it different for each faction.  It'll probly be more simple,  one kill point makes one kill.  Though the axis will get more.  Allied and axis men coming onto the sector from coh games will keep the same amount of men in the sector.  While every 6 hours or something the allies get new men auto generated, the axis don't.
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ImmanioEiR Offline
Donator
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Posts: 247


« Reply #6 on: August 21, 2009, 03:01:34 am »

...continental peninsula...
Cotentin Tongue
(Sorry, just had to)
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sgMisten Offline
Donator
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Posts: 778


« Reply #7 on: August 21, 2009, 07:58:05 am »

This is awesome~~~

Thx for thinking of it Blitzen!
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #8 on: August 21, 2009, 09:38:01 am »

So Airborne can land in every sector and try to hold there as long as possible? With limited reinforcements of course and absolutely no Armored units only ATGs and Support weapons right?

This begins to sound pretty much like Close Combat 5's tactical map except it has more in it

http://www.closecombatseries.net/CCS/images/stratmaps/normandystratmap.jpg

http://i7.tinypic.com/4lervdk.jpg


Pretty much would be beautiful map design idea...
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Blitzen Offline
EIR Veteran
Posts: 312


« Reply #9 on: August 21, 2009, 02:08:30 pm »

Not really.  Its more simple.  Your coh game is in no way, shape or form connected to the warmap.  Think of it as a board game, say risk, but instead of rolling dice, you play a game of coh to get the results.
Whats killing me is getting a point system that will allow the allies to slowly win.  It has to be at the right pace though.
Or if the pace is too fast, I could make lots more sectors, and have some running parallel, as EIRRmod mentioned.
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Guderian Offline
EIR Veteran
Posts: 817



« Reply #10 on: August 21, 2009, 02:10:27 pm »

*starts playing eir again.... for a while*

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Eir customer support staff.
BigDick
Guest
« Reply #11 on: August 21, 2009, 02:11:58 pm »

you dont need to worry about such a point system  because this balancing leaves no doubt that allies will win
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Blitzen Offline
EIR Veteran
Posts: 312


« Reply #12 on: August 21, 2009, 02:20:33 pm »

please discuss balance in balance threads.
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Jinker Offline
EIR Veteran
Posts: 227


« Reply #13 on: August 22, 2009, 09:29:31 pm »

Nice work, Blitzen. About the axis not being able to win... Didn't Canada take the union jack off their flag a while ago?
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