Taking Warlight to the Next Level: 6/9/2015 17:08:08 |
ChrisCMU
Level 61
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I am not familiar with the code (however I am a developer).
The easiest way IMO would be to allow for connections to have 2 properties:
1) visible (can see across connection) - Left/Right/All/none 2) navigable (can move armies across connection) - Left/Right/All/none
I am using left/right here because the database would want that. In the GUI, it would know which way is left/right (by territory) and passes the left/right to the code.
By default, you set all connections to All & All
Then you allow a user to alter the connections in the template setup GUI (this probably requires the most coding).
This would allow combinations such as these:
-visible = ALL, Navigable = Left (can see both directions, but only move armies 'left'). So this would be a case where you have a trench that you can go down into but not up, but can see in both directions. The other side of the trench would be visible = ALL, navigable = Right
-visible = Left, navigable = none (can see one direction, no moves). Perhaps a watch tower where you can see down, they cannot see on top of tower. Cannot move either direction
-visible = none, navigable = ALL (cannot see either direction, can move normal). This would allow you do have dense fog on a single connection. Perhaps you have a wall of mist (waterfall) restricting sight but not movement.
Edited 6/9/2015 17:09:48
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Taking Warlight to the Next Level: 6/9/2015 17:28:19 |
M. Poireau
Level 57
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Yes, that's exactly the idea.
Is there a reason, though, why you couldn't add a bit of code which "translates" existing maps into "All/All" for all connections? Then you wouldn't need to redesign any existing maps. Some kind of exception-based solution, so the code is always interpreted as "All/All" except when a certain line is present.
Edited 6/9/2015 17:32:09
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Taking Warlight to the Next Level: 6/9/2015 19:10:11 |
Epicular
Level 46
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Like knyte said- fog is a major feature in Warlight that isn't available in standard Risk. And it should be expanded upon.
Not sure which of the ideas I like the most, but I definitely know that flexible fog settings in general are a good idea.
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Taking Warlight to the Next Level: 6/9/2015 19:18:42 |
ChrisCMU
Level 61
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Is there a reason, though, why you couldn't add a bit of code which "translates" existing maps into "All/All" for all connections? Then you wouldn't need to redesign any existing maps. Some kind of exception-based solution, so the code is always interpreted as "All/All" except when a certain line is present. You wouldn't need to. You'd set every connection to All/All by default. So all existing maps would have those values. But, what I am saying is the older maps would not take advantage of the new options in all the places they could. Those maps would need to have new connections added (if applicable). You could still use the new feature on existing connections though.
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Taking Warlight to the Next Level: 6/9/2015 19:31:07 |
M. Poireau
Level 57
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Well, then, it sounds fairly feasible.
Even without the "left/right" feature, a good deal of the ideas I came up with would be possible, and I'm sure clever players and designers would come up with lots more.
When it comes to Fog settings:
Does anyone know how the code for Surveillance cards works? It seems like that code could be repurposed. If the code for the cards interacts with the Fog in specific ways, it might be possible to modify it. For example, a card which turns a certain bonus into Complete Fog for X turns, or a card which allows you to make an area visible for everyone playing for a limited time.
(It occurs to me that Recon/Surveillance/Spy cards all have modifiable durations. So you could set up a game where each player starts the game with one Surveillance card, which allows them to see one bonus on the map, with an indefinite duration. So each player can choose a bonus on the map which they can ALWAYS see. Pick carefully! Could have fun consequences.)
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Taking Warlight to the Next Level: 6/15/2015 21:57:18 |
M. Poireau
Level 57
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Does anyone know the answer to my question about the cards? That could lead to some interesting new options.
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Taking Warlight to the Next Level: 6/22/2015 20:51:10 |
M. Poireau
Level 57
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Just checking in. Does anyone know more about the coding of the cards?
Is it possible to make a "reverse Reconnaissance" card?
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Taking Warlight to the Next Level: 6/24/2015 17:08:18 |
Matt431
Level 62
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I'm afraid I have nothing to add on the coding question, but just wanted to say I think it's a really cool idea!
Good luck in exploring it.
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Taking Warlight to the Next Level: 6/24/2015 21:00:08 |
Sergeant Hannibal
Level 55
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They just want a change in how maps are made Mind = blown
This would require a massive rehaul of maps and warlight, which is why I doubt it will happen, but I'd love to see it. also, they are changingthegameto http://warzone.com
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Taking Warlight to the Next Level: 6/29/2015 22:40:07 |
M. Poireau
Level 57
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Does anyone know if the change from Warlight to Warzone also means a redesign of the game, or just a change of name?
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Taking Warlight to the Next Level: 7/7/2015 01:40:10 |
M. Poireau
Level 57
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Hmmmm. Still no takers on the card coding issue? It could be an interesting angle of attack...
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Taking Warlight to the Next Level: 7/14/2015 18:57:09 |
M. Poireau
Level 57
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Recently, Fizzer made a post about the possibility of "one-way" connections in Warlight (a very similar issue):
It sounds like this kind of modification is not something he feels is right for Warlight.
I'm not entirely surprised, but it does mean that we won't be seeing any of these features in this game.
I still maintain, however, that if you wanted to make "Warlight 2.0", this would be one of the EASIEST and SIMPLEST ways to allow the players to transform the game and take into all kinds of new places. (i.e. It's the least work involved for the designers; who would just have to enable the possibility, and then allow the players to innovate using those features.)
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Taking Warlight to the Next Level: 7/14/2015 19:17:04 |
kubaziki
Level 47
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Game RISK is imitation of real war and in real war you don't have opportunity to see how many armies has your opponent in him territories. Despite the fact that the idea is very difficult to change the entire Warlight systems. It's my opinion.
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Taking Warlight to the Next Level: 7/14/2015 20:10:32 |
Epicular
Level 46
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I might program my own "Warlight 2.0" just for the fun of it.
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Taking Warlight to the Next Level: 7/14/2015 21:27:47 |
M. Poireau
Level 57
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Well, while I hope someone can come up with something better, I think the "default" way would exactly how Warlight works already:
You can only explore connections by a) entering the "examine map" screen, which lights up adjacent territories (perhaps a colour code could distinguish "see only" from "move only"), b) entering the territory (which reveals to you adjacent territories), or c) clicking on a territory and looking through the list of "adjacent territories".
The only change I would make would be to come up with a symbol or colour for a territory which can be entered but not seen "into".
But even that is not necessary; simply clicking on any territory during the "attack" phase displays all possible moves as orders.
(I'm playing the "Realistic Sudoku" map right now, where there is a similar concern, and, while it takes some thought, it's not exactly unplayable.)
Exploring the map and finding all these little quirky places would presumably become part of the game: careful exploration pays off.
Edited 7/14/2015 21:28:43
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Taking Warlight to the Next Level: 7/15/2015 07:08:59 |
M. Poireau
Level 57
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In my imagination, it would be used in a few rare occasions, with some kind of visual marker and a legend.
For instance:
"This map features canyons. (They are indicated by the brown borders) [Or some other art]. You cannot see out of them, but enemies bordering the canyon can attack from above."
I still disagree that it would have to be always shown. There are a number of existing Warlight maps where connections cannot be seen, but are indicated in some other ways (for instance, the teleport pads in Ursa:Luna, and the cliff territory connections, which you can just infer from the art), or are very hard to see (river connections in Breaking Green), and yet the maps are totally playable.
Just as with current maps, it would be up to the individual designer to choose the presentation.
That said, I wouldn't mind to see some mockups either! Maybe there will be some clever ideas on this front.
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