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Posted: Fri Oct 19, 2007 12:28 am
by Coleman
The xml to do this wouldn't be hard. I would just use a series of collections containing all the pellets with overrides myself.
Posted: Fri Oct 19, 2007 3:22 am
by bloknayrb
I think that keeping the grid labels on the sides would make it too much of a pain to play, but the idea of bonuses coming only from territories held and not continents is an interesting one.
Posted: Fri Oct 19, 2007 3:59 am
by yeti_c
Coleman wrote:The xml to do this wouldn't be hard. I would just use a series of collections containing all the pellets with overrides myself.
Concur...
For naming - I like the grid... but I don't like the RED pellets... Can you make them a colour that's not in the 6 player colours?
C.
Posted: Fri Oct 19, 2007 8:23 am
by WidowMakers
So for naming we have Three camps:
1) Grid
2) Pellets
3) Grid and Pellets
I will try to get pictures of these up and once the poll is reset we can vote.
Posted: Fri Oct 19, 2007 12:05 pm
by I GOT SERVED
So far, this map is really coming along, and I love it. Keep up the excellent work!
That being said, I'm not a big fan of the grid, namely because for me personally, this would make mis-deploying sooooo much easier to do. This is why I favor the color/pellet combo (Red A, etc.) You don't have to have continent bonuses per say, but just some differentiation would be great.
Posted: Fri Oct 19, 2007 5:07 pm
by WidowMakers
I GOT SERVED wrote:So far, this map is really coming along, and I love it. Keep up the excellent work!
That being said, I'm not a big fan of the grid, namely because for me personally, this would make mis-deploying sooooo much easier to do. This is why I favor the color/pellet combo (Red A, etc.) You don't have to have continent bonuses per say, but just some differentiation would be great.
I understand what you are saying but:
1) Pac-man only has one color of pellets
2) It will confuse players. They get confused when there is text on a map explaining stuff. Imagine how confused they will get when they think they are supposed to get a bonus for a color and don't
==================================
OK here are the three styles.
The first one looks the best. But the 2nd will probably be the best for reading the map and not making mistakes. IMHO
Grid
Pellet
Grid and Pellet

Posted: Fri Oct 19, 2007 5:12 pm
by unriggable
Don't think diamonds should be able to attack each other. Bonus is enough.
Posted: Fri Oct 19, 2007 6:25 pm
by Aerial Attack
I vote for version C (Grid and Pellet). That's the most clear
Posted: Fri Oct 19, 2007 6:46 pm
by unriggable
What's the point of the grid if there are already pellets?
Posted: Fri Oct 19, 2007 8:10 pm
by WidowMakers
unriggable wrote:What's the point of the grid if there are already pellets?
I agree. It only makes the map wider and seems to confuse me.
I only put that one as an option because someone asked.
WM
Conquerman Poll Results
Posted: Fri Oct 19, 2007 8:36 pm
by cairnswk
Poll Results
Is this a good Idea?
Yes! 23% [ 13 ]
Yes, Make it symmetrical. 12% [ 7 ]
Yes, As long as it is NOT symmetrical! 42% [ 24 ]
No! 21% [ 12 ]
Total Votes : 56
Posted: Fri Oct 19, 2007 10:04 pm
by lostatlimbo
IIIIIII Dig it.
But I think you have to have the Pellets. No one will play it with grid only and I think it looks cleaner with just Pellets.
However, I have to agree that I like the Color-letter combo (like Chinese Checkers) better than letter-letter combos and i think most players would too. keeping track of which two letters you want to attack which two letters is going to be a headache and result in a lot of mis-deployment and accidental attacks.
even though its not true to the game, i think you have to distinguish the different quadrants of the map for clarity, even if they dont result in extra bonuses.
you dont even have to use color... what about dividing it into NW, NE, SW, SE and Center?
at any rate, i think you should put more fruit on the map to counter all the negative points. (which are really hard to get rid of in a game if no one will attack them) you could have a cherry, strawberry, orange, and cupcake (1,2,3,4 armies respectively).
thats just my .02 - great progress so far
Posted: Sat Oct 20, 2007 8:06 am
by WidowMakers
WidowMakers wrote:yamahafazer wrote:If people are set on only having one cake

don't you think that it's a bit too cloce to the "conquer man"? If their so close one person might easaly be able to get them both and hold them.
Conquer-Man, The cupcake, the Diamonds and Aliens will all start out with neutral territories on them.
I will quote myself here. No one will start with any of the special spots
Posted: Sat Oct 20, 2007 8:39 am
by oaktown
while it would certainly be cleaner to leave the pellets blank, i think the grid will make for frustrating gameplay. option 2 will play best, and the AA-AO system will be easy enough once you start playing it.
With over 100 starting pellets that first placement will be big, even in six player games. Since whoever goes first will go after the big pay-off cupcake, and with a drop of anywhere between 5 and 9, consider starting the neutrals with more than 3 armies.
Now that you've made the pellet color easier on the eyes, the title and your sig really pop out - too much perhaps.
Colorblind (me) concern: telling the alien/diamond colors apart, which is significant since it involves a bonus. I assume that the territory names will reflect the color, so I could get away with counting on BOB.
Looking forward to playing this one.

Posted: Sat Oct 20, 2007 2:15 pm
by Incandenza
After seeing the options, I think the pellet-only one is clear enough that you should be okay.
Posted: Sat Oct 20, 2007 8:24 pm
by I GOT SERVED
Incandenza wrote:After seeing the options, I think the pellet-only one is clear enough that you should be okay.
I agree entirely.
Posted: Tue Oct 23, 2007 5:49 pm
by WidowMakers
Based on what has been said in the thread I am going ahead and making the names on pellets the current direction.
I also added some text describing the new territory bonus.
This chart describes the way the current bonus works (1 army for every 3 territories) to the new bonus
1 army for every 3 [1-30 territories]
1 army for every 4 [31-60 territories]
1 army for every 5 [61-100 territories]
1 army for every 6 [101-151 territories]
Comments and suggestions.
WM
Posted: Tue Oct 23, 2007 6:38 pm
by unriggable
Should be 1 for every 4 you have above 30, one for every five you have above 60, etc. That way bonus won't shrink. Sure it's elaborate, but its FUN.
Posted: Tue Oct 23, 2007 6:58 pm
by oaktown
it will take some getting used to that when you have 60 terits your bonus is 15, but at 61 you drop to 12... however, perhaps that is the price of success? You'll have to weigh that next attack very carefully.
I like it in principal, but I like to see gameplay features have something to do with the theme of the map, otherwise it's just gimmicky. You could get away with relating it to the 'levels' of a video game: level 1 = 1 army/3 terits, level 2 gets harder, etc.
Posted: Tue Oct 23, 2007 7:13 pm
by ps2civxr20
i think that you should make it so that the central box can attack conquer man, the cupcake, any ghost, and any diamond but it has a negative bonus
Posted: Tue Oct 23, 2007 7:15 pm
by ps2civxr20
also make it so conquer man and the cupcuke start with a 5 neutral
Posted: Tue Oct 23, 2007 7:16 pm
by Coleman
Those drops are bad, and not necessary. You can code around it.
Posted: Tue Oct 23, 2007 7:36 pm
by WidowMakers
Coleman wrote:Those drops are bad, and not necessary. You can code around it.
Do you want to code the map. I think I can find room for an 8-bit graphic version of COLEMAN

Posted: Tue Oct 23, 2007 7:37 pm
by Coleman
WidowMakers wrote:Coleman wrote:Those drops are bad, and not necessary. You can code around it.
Do you want to code the map. I think I can find room for an 8-bit graphic version of COLEMAN

I'll code it if you find a good way to explain the reduced territory bonus without drops. I'm not going to code in bonus drops for getting more territories the way they are now.
There are 151 territories right?
Posted: Tue Oct 23, 2007 7:38 pm
by WidowMakers
Coleman wrote:WidowMakers wrote:Coleman wrote:Those drops are bad, and not necessary. You can code around it.
Do you want to code the map. I think I can find room for an 8-bit graphic version of COLEMAN

I'll code it if you find a good way to explain the reduced territory bonus without drops. I'm not going to code in bonus drops for getting more territories the way they are now.

Your the code guy. That is why I asked you. You figure it out.
