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kaleidoscope map (abandoned)

PostPosted: Mon Mar 05, 2007 2:47 am
by demigod
Image


Ok - the idea on this map, or similar kaleidoscope feel, is that after every turn, everyone's armies get randomly redistributed to new territories.

Feel free to shoot me down in flames if you think the playability, idea, programming, etc is terrible.

One thing I'm not so sure on at this stage would be the bonuses...

My original thought for this map was that the territories got moved around after each turn so you atleast got to keep the same ones (that way you could have designated 'flag' territories which would provide the bonuses) - but I think that would be impossible to program and it would mean developing 6 or 7 different, but similar, maps that got interchanged after each turn... ie, same basic building blocs just different design - like a kaleidoscope.

The alternative was to randomly redistribute everyones armies after each person's turn. For example, if someone had 5 territories, with army placement of 1,1,3,5,9 the redistribution would give that player the same 5 territory distribution of 1,1,3,5,9 on 5 randomly chosen territories, some of which could be the same. It would NOT give the player new redistribution of their armies, ie, 4,3,3,1,8.

Let me know what you think.

PostPosted: Mon Mar 05, 2007 3:23 am
by Danbemp
i love the originality behind this... i think we need more interesting maps out there.

that having been said, im not so sure this one is gonna work. I can see this being a headache for pros, and a confusion for newbies.

PostPosted: Mon Mar 05, 2007 5:13 am
by Captain Crash
I agree...10/10 for originality, and to me that is what will make new maps interesting.

I would suggest that you went with the re-distribution of armies, rather than changing maps.

Might require more players to develop a hedgehog approach, i.e. a fairly even distribution of armies rather than just fortifying borders.

How do you envisage bonuses would work?

Keep plugging away at it!

8)

PostPosted: Mon Mar 05, 2007 1:25 pm
by mastef
sorry but to complex for my tastes

PostPosted: Mon Mar 05, 2007 2:04 pm
by Puff
No offence but everything looks he same and after a while it be hard to focus

PostPosted: Mon Mar 05, 2007 2:07 pm
by Wisse
Puff wrote:No offence but everything looks he same and after a while it be hard to focus


it is just a draft, give it a bit time

PostPosted: Mon Mar 05, 2007 3:01 pm
by Samus
What you are suggesting cannot be done through XML, it would require Lack making quite a bit of new code for the site to be able to run it. I think Andy will be here shortly to tell you it can't be done that way.

PostPosted: Mon Mar 05, 2007 7:48 pm
by sherifm
impressive.. you nerd!

PostPosted: Mon Mar 05, 2007 10:01 pm
by demigod
demigod wrote:Feel free to shoot me down in flames



sherifm wrote:impressive.. you nerd!


I supposed I asked for it.

Captain Crash: In terms of bonuses... I'm not sure I can't think of a way around the bonuses if territories get redistributed.
Perhaps if the map were simplified such that it was an ordinary map in the sense that territories and armies did not move then bonuses could work like this...
Each 'continent' would comprise all the territories on the map of a certain colour despite the fact that they do not share all borders. For example, in the illustrative map above suppose the circles at 3 o'clock and 9 o'clock were yellow, and the spike at 6 o'clock was also yellow, you would have 3 yellow territories dispersed throughout the map and if u held all 3 then u would get a bonus.

I suppose that still keeps the unique distribution feel to a kaleidoscope map but ignores the idea of a dynamic board. As you say - the game play on this would be hedgehog in the sense that people would build up forces more than leaving bigger armies on the borders and 1 army territories behind those borders.

PostPosted: Tue Mar 06, 2007 12:59 am
by Captain Crash
demigod wrote:Captain Crash: In terms of bonuses... I'm not sure I can't think of a way around the bonuses if territories get redistributed.
Perhaps if the map were simplified such that it was an ordinary map in the sense that territories and armies did not move then bonuses could work like this...
Each 'continent' would comprise all the territories on the map of a certain colour despite the fact that they do not share all borders. For example, in the illustrative map above suppose the circles at 3 o'clock and 9 o'clock were yellow, and the spike at 6 o'clock was also yellow, you would have 3 yellow territories dispersed throughout the map and if u held all 3 then u would get a bonus.

I suppose that still keeps the unique distribution feel to a kaleidoscope map but ignores the idea of a dynamic board. As you say - the game play on this would be hedgehog in the sense that people would build up forces more than leaving bigger armies on the borders and 1 army territories behind those borders.


To keep the dynamic feel of the kaleidoscope, instead of random map changes, why not have the map 'rotate' each turn?
If each 'ring' of the 'scope rotated in a different direction to its neighbors then it would allow an element of prediction, allowing strategic options, about where you will be next turn. It would also allow you to keep only one map and simplify coding (I expect) by just moving all the armies one to the left or right depending upon which ring they are in at the end of the turn.

As for continents, how about each 'ring' is a continent?
As you get into the middle, you have less borders and contries and hence smaller bonuses.

8)

PostPosted: Tue Mar 06, 2007 7:12 am
by Kaleidoscopio
A map name after me. How nice. lol

PostPosted: Wed Mar 07, 2007 1:38 am
by demigod
Based on the results of the poll I'll abandon this idea cause it could be like hitting my head against a brick wall... ](*,)

If anyone wants to develop the idea feel free to. 8)