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Posts 1 - 16 of 16   
Checkerboard Naval War 2.0: 5/25/2016 15:08:15

Qi 
Level 55
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https://www.warlight.net/Play?PreviewMap=56957

Would three people mind testing this map with me? Each quadrant (EU/US/China/Russia) should have identical territories, bonuses, and connections. The purpose of testing would be to ensure that everything is the same for each quadrant.

Edited 5/27/2016 13:26:47
Checkerboard Naval War 2.0: 5/25/2016 16:29:34


ChrisCMU 
Level 60
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I will always test your ideas Qi, so long as it is not RT
Checkerboard Naval War 2.0: 5/25/2016 16:58:59


ps 
Level 59
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OMG GUI IS BACK!!!

sure, i'll test.

Edited 5/25/2016 16:59:57
Checkerboard Naval War 2.0: 5/25/2016 17:11:23


hedja 
Level 58
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I am very down for testing, looks cool
Checkerboard Naval War 2.0: 5/26/2016 05:54:17

Qi 
Level 55
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Thanks. The game has been made.
Checkerboard Naval War 2.0: 5/26/2016 06:14:37


Dr. Stupid 
Level 57
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omigoodness, that is a messed up map, but I love it. lol
Checkerboard Naval War 2.0: 5/27/2016 01:09:07

Qi 
Level 55
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I deleted the game. I noticed some minor discrepancies with aircraft carrier connections. I'll remake a game later today when I have better internet access.
Checkerboard Naval War 2.0: 5/27/2016 04:44:49


ChrisCMU 
Level 60
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While you are at it, ask your clan why I have no communication from them in clan league 8. They will miss the deadline for lineups.
Checkerboard Naval War 2.0: 5/27/2016 13:27:45

Qi 
Level 55
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I think they use Chinese social media (QQ). I don't use that.

Edit: Nobody cares to provide feedback about appearance.

Edited 5/28/2016 11:15:49
Checkerboard Naval War 2.0: 5/28/2016 11:17:39

Qi 
Level 55
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Would somebody be so kind as to check my map for mistakes? The four militaries should be identical. Is there any way you think this map could be better?

https://www.warlight.net/Play?PreviewMap=56957
Checkerboard Naval War 2.0: 5/28/2016 12:10:05


Ranek
Level 55
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could you explain, how the connections work? it is diffcult to see all of them on first glance. The connection for EU secret attack for example is too difficult to find out. I would also recommend to increase the size of the territories, except the carriers.

EDIT: Im not entirely sure, but Fizzer wont make this map public as long as the connections arent obvious.

Edited 5/28/2016 12:11:58
Checkerboard Naval War 2.0: 5/29/2016 05:10:57

Qi 
Level 55
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Connections:

1. Intuitive Connections:

- Default Distribution: Each player starts with the aircraft carrier in the corner. From there, players can figure out the attacks based on what they see.

- Colors of Jets & Subs: Russia is orange, China is bright pink, the US is bright green, the EU is bright light blue.

- Transit Points = Suits: Russia = diamonds, EU = hearts, US = clubs, China = spades. Hence, colors of jets/subs and suits function as uniforms/flags for each military.

- Command Centers: To make submarine and aerial attacks while holding the sub and jet bonuses, you must also control the territories named 'Command Center'. The command centers connect to the jets and subs; the idea is that there is a process involved: First, factories produce weapon systems (jets/subs); second, the command center plans attacks; third, you can initiate attacks by finding your military's designated suit (transit point), which leads to your military's designated color of jets and subs.

- Jets/Subs Bonus Link Locations: Right next to the command center territory is a bonus link for your military's jets and subs. The jets and subs are the next phase in your attacks. The link's location should cause players to click it, which will lead them to the next territories they can attack.

-----------------

2. Directions/Rules Regarding Connections (Written on the Map):

If none of the above is clear enough, I wrote rules for the connections on the map:

- Below/above the Command Center bonuses:

"Command Center <--> Suit Bonus Link <--> Jets/Subs"

= Now that you have the command center bonus, you can click on the suit bonus link for your respective army to determine where the transit points are located, which are connected to both your command center and your jets/subs (which are the same color as your command center bonus and can be located via their bonus link.

- "Normal Attack Range" Rules:

Ships/Subs < 1 Square
Carriers 1 Square
Jets < 2 Squares
Stealth Jets 2 Squares

The map is a checkerboard full of squares. The squares measure the range of attack in normal circumstances.

Exceptions (Hence "Normal" in Attack Ranges):

- If Territory A has a longer attack range and is near a territory with a shorter attack range, they both have the attack range of Territory A.

- Sometimes I didn't make a connection, because I thought the jet could already attack enough territories. The map is already complicated; I wanted to simplify some of it: for example, according to the attack range rules, each military's Jet #3 is capable of attacking the nearest Ship #5; but since the Jet #3 can already attack 6 enemy armies, I thought the 7th attack was superfluous and unnecessary (Sub #3 and the other Jet can attack Ship #5). The same holds true for Jet #4 and Ship #7, since the board's N-S and W-E axis are identical.

-----------------

Territory Sizes: That's a good idea. https://www.warlight.net/Play?PreviewMap=57012

Edited 5/29/2016 09:08:34
Checkerboard Naval War 2.0: 5/29/2016 11:06:44


Ranek
Level 55
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Well, the map and the game mechanics are still very complex. It is obviously not an ordinary map, where you immediately know what to do and how to progress. If you designed the map for your on purposes, I dont see any issues. If the map goes public it needs a good description and reasonable distribution modes, but I guess you already know that.^^

The bigger territories look better. I also like the idea for the reinforcements. But why did you delete the international waters? Although it may helps to bring order in your system.

Sometimes I didn't make a connection, because I thought the jet could already attack enough territories. The map is already complicated; I wanted to simplify some of it


This is what I noticed, too. Unfortunately this makes things more complicated, because your rule makes no sense anymore. most of the time the jets dont reach targets two squares away.
I suggest to be consequent with this rule, otherwise it looks just random. if things turn out to be to complicated, maybe delete jets or delete targets in range for the jets.

Edit: you could also implement a little sketch, where you define the range system (a sketch with 13 squares perhaps). Might sound trivial to you, but could be helpful for those, who are new to the map.

Edited 5/29/2016 11:11:19
Checkerboard Naval War 2.0: 5/29/2016 14:26:14

Qi 
Level 55
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Yeah, the mechanics aren't normal. That's why comments from others is important. There is a logic to it, but maybe it isn't as clear to others as it is to me. So I want to make it clearer, if I can, without adding hundreds of ugly lines showing connections, which I don't think are necessary.

International Waters: too complicated. It's cleaner, simpler without the international waters.

Connections: That's a good point about consistency. Exceptions will confuse some people.

Sketch: I have thought about this. But I can't think of a good way to do it clearly, simply, and without spending too much time on it.

Edited 5/30/2016 05:48:05
Checkerboard Naval War 2.0: 5/30/2016 05:46:52

Qi 
Level 55
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I deleted the testing game. The map has changed too much since then for the game to be useful, and we haven't completed a turn to make it worth continuing. Thanks to those willing to play.

Thanks Ranek for the ideas.

I submitted the map for public use. This is what it looks like: https://www.warlight.net/SinglePlayer?PreviewMap=57064.

The map page explains some of the nuances: https://www.warlight.net/Map/25058-Checkerboad-Naval-War-20

Edited 5/30/2016 05:50:57
Checkerboard Naval War 2.0: 5/30/2016 11:18:16


Ranek
Level 55
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=) anyhow, the jet connections are still not complete. and did you consider to have no connections between subs and jets?
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