
ok so i have this idea. it's maybe even crazier than the riddler map (see sig) and definitely impossible at this stage. but here goes.
i've probably mentioned the basic info before i don't remember how much brain spillage i put in the foundry as i've posted way too much for me to search.
remember it's impossible now but we're allowed to dream. bombardments were impossible some time ago and now we have them. this might take a bit (actually a lot) more than just a few xml gimmicks but hey it's 1am i'm bored i can't sleep and i don't feel like playing my turns.
how does this work?
well when you enter the game you see a huge map and i do mean huge something like 100 normal maps put side by side. but this map is split into quadrants and each quadrant is a standalone map. let's say we have 100 quadrants displayed in a 10 by 10 formation. that means 8000*8000 px map. what you do is select a quadrant by clicking on it and you are zoomed to it and it's displayed like a normal map. zoom out and you see the whole image (obviously reduce to an acceptable size maybe 1600*1600px) each layer has a fixed location. in a certain part of the map. but those locations aren't really fixed. they depend on game type. for example. in a standard game each player will be alone in a quadrant far away from others. but in a quadruples game each team starts with all its players in the same region.
depending on game type selected the goals the game can be different, from a random range of preset objectives.
for example a standard game can give quests like go there hold that for 1 turn and have 100 armies on it. or clear a certain quadrant.
if it's a team game then we have a whole different range of random objectives. like get x and z resources and establish a trade route with town x and hold it for n turns. or build a fortress on quadrant M and get 1000 armies there.
yes i said build a fortress. how you may ask? well the map changes. it really does, depending on the actions of the players. the coding is actually simple. you just have to insert some if/then commands. for example if rock quarry, stone mason and town x are held by the same player/team then the image selected is Z where Z image has a stone fortress on it. if the other team comes and breaks one of the conditions (ie captures the quarry) then the image is reverted to the one without the fortress.
also the map will have dungeons. what's so special about them? well on the big map (the 8000*8000 one) you won't see the dungeons. the dungeon quadrants will have a bif question mark on them because they will be random. each time a game is started a random dungeon image file is selected. and you won't know what it is until you enter it. those dungeons will always contain huge rewards but also huge dangers. for example a dungeon may have a terit that gives a one time bonus of 1000 armies (once you hold it you get the armies and then no matter who else takes it it no longer gives that bonus). or that dungeon may contain a teleport to something important on the map. let's say a secret 1 way passage inside the enemy camp.
obviously the map will be 99.99% filled with neutrals. but those neutrals will always give a bonus. it will work like this. you get 1 terit that gives you 1 army each turn the starting terit. then you kill a terit with three neutrals. and you get a 1 time bonus of 3 troops. just 1 time. it's like killing a bear in an rpg and getting 300 points of xp. the more you kill the more troops you get. go in different locations find and take resources key points towns docks etc and you'll even get more troops each turn not just the one time bonus for killing neutrals. let's say you take a town and make it your own. it will give you troops each turn. get some resources to that town and you'll get even more troops. you get the idea.
now what do you think?