*

Support EIR:R

June Goal:$20.00
Net Balance:$0.00
Below Goal:$20.00
We have reached 0% of our goal!

EIR Menu

EIR Menu

User

Welcome, Guest. Please login or register.
Did you miss your activation email?
June 18, 2018, 08:31:59 pm

Login with username, password and session length

Recent

[Today at 02:26:42 am]

[Yesterday at 07:31:46 pm]

[Yesterday at 03:16:53 pm]

[Yesterday at 02:46:28 pm]

[Yesterday at 02:06:30 pm]

[June 15, 2018, 08:40:21 pm]

[June 14, 2018, 02:15:26 pm]

[June 13, 2018, 09:59:27 pm]

[June 13, 2018, 06:20:35 pm]

[June 13, 2018, 10:40:33 am]
Mod of the Year Awards

Most Innovative Multiplayer Nominee





Award Recipient




Pages: 1 [2]
  Print  
Author Topic: EIRR & 1v1 issues  (Read 1073 times)
0 Members and 1 Guest are viewing this topic.
Tachibana Offline
Development
*
Posts: 1098


« Reply #15 on: Yesterday at 03:16:53 pm »

Not quite. I think what unknown was getting at was limiting the total sectors in a map. Say you have a 1v1 map, but just 3/5 sectors dispered aroudn the midpoint of the map. You would keep the +/- POP objectives, but having just those few sectors would focus the gameplay. Pseudo victory points in essence. Imagine for example introducing Angoville to EIRR. Have once sector around the southern windmill, one sector aroudn the northern houses and a third sector around the west fences.

3 sectors to emulate 3 vps.

Quick rough draft. 2 basic sector for each player + 3 to fight over:

« Last Edit: Yesterday at 03:57:33 pm by Tachibana » Logged

It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
americans dont dodge wars.
Quote from: Trapfabricator
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
Pages: 1 [2]
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.067 seconds with 42 queries.