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Author Topic: Interest check: New C@W game?  (Read 7029 times)

Azthor

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Re: Interest check: New C@W game?
« Reply #135 on: January 01, 2012, 02:28:56 am »

We are mostly rambling for now. If and when something comes out of this there will be a proper thread - without penis subs. I will be back later on.
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Heron TSG

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Re: Interest check: New C@W game?
« Reply #136 on: January 01, 2012, 02:37:43 am »

I'll hang in here for a bit, then.
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Bdthemag

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Re: Interest check: New C@W game?
« Reply #137 on: January 01, 2012, 02:40:15 am »

I only brought up the penis subs because it was getting kind of annoying going in a loop about which naval vehicle could destroy another :P
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Terenos

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Re: Interest check: New C@W game?
« Reply #138 on: January 01, 2012, 03:18:07 am »

BEGIN TERENOS RAMBLING!

Okay I think the most interesting idea being bantered about is Colonials At War. Yes, you will need a map of the Old World, and a map of the New World.  -Everywhere- in the old world must be assigned as a place, have an npc/pc government and so on and be kind of genre savvy (building up your forces should be met with building up their forces, where it can be afforded)
Everyone would start with their section of the Old World, and a new world colony should cost a certain amount. Most if not all places should be able to afford this, if they're able to get the ships together (Maybe some sort of variable cost, You just assign a fleet to it and hope they succeed, with larger fleets having more possibilities for success?). This way its possible for everyone to get a colony happening, but it might not be for everyone. Some people may want to play the game of backstabbing and powermongering in the Old World for a time. Nothing wrong with that.

Now that said, borrow heavily from whats been done before. From other Countries at War game you can steal/co-opt that wonderful effectiveness table. Or break it down to be simpler. Every unit/ship has base stats, which can be modified by research. Just some ideas of what you're looking at, unit-type wise, Infantry, Cavalry, Archers, Cannons, Light Naval, Heavy Naval, (Im proly missing some things here, but I must ramble ONWARDS). Of course everyones Pikemen will be the same, at base, but my pikemen might be better because I researched them

Anywho. Colonial Management rambling time. Now, initially having a colony should have large amounts of bonuses (otherwise who would want one?). Morale, Monetary, access to new resource types. For simplicity it should come down to money. Because you're taxing trade, and the people themselves. You'd be able to spend money, to increase the amount of money the colony is bringing in (at a better Return on Investment than in the Old World). This is another area research could come in handy to close potential holes. You roll a colony on the new world, at whatever location, and find X resource, why your people have never heard of this before, we must study how to improve yields of it so we may make millions at trade.
If you go that route, you have a research line for every type of research (Which isnt hard, Agricultural, or Industrial resources, and appropriate lines of research).

*stops rambling*

Also include variable victory goals from the start. Own the biggest new world colony without it forming its own country, crush X Old World Capitals, and become an empire. So on and so on.
But yeah, Colonials at war? I'll be the dude playing a New World native faction, and trying to keep you all off my land.
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adwarf

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Re: Interest check: New C@W game?
« Reply #139 on: January 01, 2012, 05:28:00 am »

Well after thinking it over for a while (And doing some more work on the system which is now nearing completion) I have decided to keep my hero idea, and instead adapt several of the Hero Classes to providing Boosts to their units, and act as no combatants until forced into a corner. (Priest, Fanatic, Tactician, Necromancer (Undead Mostly), Monk, Prophet, etc.)
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Re: Interest check: New C@W game?
« Reply #140 on: January 01, 2012, 08:20:05 am »

I'm going to be painting all my subs yellow.
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Azthor

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Re: Interest check: New C@W game?
« Reply #141 on: January 01, 2012, 08:59:25 am »

Alright Terenos, there were no mismatches so far and we have both used, guess what? EUIII unit models. Still, I'd add up industrialization among the metropolis developments and, possibly, trade goods, depending on how this shapes out to be. As for technology, have individual techs grouped under a larger scale. The later unlock new units and buildings, but improvements would be the result of specific research. Also, anno 1400+?
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Heron TSG

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Re: Interest check: New C@W game?
« Reply #142 on: January 01, 2012, 01:07:26 pm »

I like the idea of starting around 1500 when the Americas were found by people who weren't Vikings.
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ggamer

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Re: Interest check: New C@W game?
« Reply #143 on: January 01, 2012, 01:34:57 pm »

Wow, this thread has certainly exploded.

Skyrunner, colonials @ war sounds like a fun game, I'm really interested in how it turns out.

Adwarf, you have a long track record of starting cool shit and then forgetting about it.

Should I just change the name of this thread to the C@W thread?

Heron TSG

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Re: Interest check: New C@W game?
« Reply #144 on: January 01, 2012, 01:51:33 pm »

Who's running this game, anyhow?
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Azthor

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Re: Interest check: New C@W game?
« Reply #145 on: January 01, 2012, 02:24:39 pm »

Depends on what version you are looking forward to. Adwarf wants to run one based on Warhammer, Skyrunner an anachronistic mashup and I a relatively realistic Age of Discovery one.
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Sheb

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Re: Interest check: New C@W game?
« Reply #146 on: January 01, 2012, 02:42:41 pm »

I might be running an Islands@War in early february. It'll be a stripped-down version of C@W, to make it more manageable and favour diplomacy rather than tech.

Feature List:
-Grid-based map.
-Fleet-based logistic.
-Turns made on a google doc, for ease of updating.
-Each province get a population that determine its income. Creating a unit need both manpower and income.
-Population grows at a higher rate when it's low.
-Only 3 types of land units (Infantry/Cavalry/Artillery), working in rock/paper/scissor configuration, with varous costs in manpower/money for each).
-A large selection of ships, including colony ships, merchantmen, supply ships, sloops, frigate, troopships, third and second-rate ships-of-the-line.
-First-Rate available as "megaprojects" of sorts.
-Various kind of commanders, as well as flottilla (Every military ship need to be in a flottilla, and each flottilla need a commander, commander's pay vary with rank, and the size of the flottilla he can command do so as well.)
-Maintenance cost/pay.
-No or almost no research.
-CG and Terenos playing as rival confederation of pirates, making life a misery for anyone else.
-Some cool and easy-to-tun combat system (probably a script) that I have yet to figure out.
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Skyrunner

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Re: Interest check: New C@W game?
« Reply #147 on: January 01, 2012, 04:22:37 pm »

-double post :/-
« Last Edit: January 01, 2012, 06:04:55 pm by Skyrunner »
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Skyrunner

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Re: Interest check: New C@W game?
« Reply #148 on: January 01, 2012, 06:08:38 pm »

I think I have too many units, can someone give advice? :P

Right now, I have 26 or so kinds of naval units and 23 kinds of aerial units ...
There are 4 types of naval units and 4.2 types of aerial units.

Here: (order is name,type,attack,defense,movement,transport ability,etc)

Spoiler: Naval Units (click to show/hide)

A bit hard to see :P Better use Google Docs for units.

Spoiler: Aerial units (click to show/hide)
« Last Edit: January 01, 2012, 06:13:55 pm by Skyrunner »
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
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adwarf

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Re: Interest check: New C@W game?
« Reply #149 on: January 01, 2012, 06:10:54 pm »

o.O This game is going to be epic, I call dip on fleet of Claudia Fortresses, and Gunship Betas
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