Competition idea [gauging interest]

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Cruduxy
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RE: Competition idea [gauging interest]

#21

Post by Cruduxy » Tue Feb 05, 2013 2:27 pm

Sounds like the world dominating gamemode from rts like LOTR:Middle earth and c&c kane's wrath... sadly those took ages to finish and people get sick of them whenever someone is kicking everyone's else off the planet..

Although it might be different in doom since it doesn't rely on units & strategies :P
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RE: Competition idea [gauging interest]

#22

Post by Strych6 » Tue Feb 05, 2013 6:10 pm

I think managing the game with ms paint and a notepad is easy enough, no reason we should add features the gamerefs can do. It'd be fun for them

pretty fun to ponder about, heres some additional rules to consider

Region Accessibility
To drive strategy a little beyond doom, assign stats to the region that would persuade or dissuade a clan from rushing to invade a territory.

[spoiler]Image[/spoiler]
Pictured is a simple worldmap example, where some are blacked out completely. Shown is a 'realistic' asymmetrical world map, whether you rather have equal oppurtunity at the start or not is fun either way.

to make a rewarding zone that everyone might feel like rushing to, perhaps have a staff owned, dormant territory set. (project staff/game refs) Where dominating it gives you another move or two the next day(s) etc

Shapes & Patterns
To persuade clans to steer away from mindless expansion, perhaps figure out a neat set of patterns that flip territories automatically.

Pictured below is a quick example of a move lets call "communications line" or "towering" idk
[spoiler]Image[/spoiler]
basically in this combo - if you can fill a row of territories every other hex beyond a count of 4, the territories in between are flipped a single time


Another example lets call "bloomer" - surround a single territory its flipped free

Moves per day
Whats actually a day in the campaign could be a day or could be a week irl. depends on a lot of things :x

moves per day is hardest to calculate because this is basically the games economic/resource system, especially if territories reward bonus moves occasionally.
To take things too far, get every territory a unique fraction of bonus moves that are rewarded upon color change. It'd be like oil lol (ex. Panwatta region, +0.08 bonus-move currency)
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RE: Competition idea [gauging interest]

#23

Post by Fluffles » Fri Feb 08, 2013 6:16 pm

I'm up for this if it gets created

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RE: Competition idea [gauging interest]

#24

Post by Xenaero » Fri Feb 08, 2013 6:50 pm

https://docs.google.com/document/d/1nGM ... sp=sharing

Can anyone view this? Would love some community input on what I have so far.
Last edited by Xenaero on Fri Feb 08, 2013 6:51 pm, edited 1 time in total.

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RE: Competition idea [gauging interest]

#25

Post by Iced » Fri Feb 08, 2013 8:45 pm

I would enjoy this a lot. The only problem I have with the readthrough is the contradiction about a hex becoming "locked" once a challenge is posted. See:
Teams have infinite defending opportunities and one attacking opportunity per turn. This is because two teams during one turn could attack a single team’s hexes.
In order to prevent multiple attack attempts on a single map hex per turn, once a team posts their attack challenge in the official Conquest thread, that hex is ‘locked’ for the turn. No one else will be able to attack it until the next turn.

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RE: Competition idea [gauging interest]

#26

Post by Watermelon » Fri Feb 08, 2013 8:58 pm

With ACS plugins I could make it so people could view the grid pattern in game, possibly even handle it completely in game on a server with mouse and all.

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RE: Competition idea [gauging interest]

#27

Post by Xenaero » Fri Feb 08, 2013 11:06 pm

Iced wrote:The only problem I have with the readthrough is the contradiction about a hex becoming "locked" once a challenge is posted.
Oh, good catch. I changed it. This is why I like a second set of eyes to look it over.

"In order to prevent multiple simultaneous attack attempts on a single map hex per turn, once a team posts their attack challenge in the official Conquest thread, that hex is ‘locked’ until the challenge is resolved."
Watermelon wrote: With ACS plugins I could make it so people could view the grid pattern in game, possibly even handle it completely in game on a server with mouse and all.
I would totally love a web page where you could see the current state of the world, countdown to the next turn, actions taken, even user accounts and other bullcrap. That would be an insane amount of work and I doubt it's even possible to link into games ATM. It's much esier to do it manually using a forum thread, but the possibility of automation would make it a lot cooler if the idea got that much attention and got that big.
Last edited by Xenaero on Fri Feb 08, 2013 11:06 pm, edited 1 time in total.

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RE: Competition idea [gauging interest]

#28

Post by Catastrophe » Fri Feb 08, 2013 11:58 pm

I'll be honest here, this looks like one of those "Yeah, I'd be interested, this is a good idea... etc" threads where no one actually does anything, good luck with this though.

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RE: Competition idea [gauging interest]

#29

Post by Iced » Sat Feb 09, 2013 1:33 am

Catastrophe wrote: I'll be honest here, this looks like one of those "Yeah, I'd be interested, this is a good idea... etc" threads where no one actually does anything, good luck with this though.
That's exactly what I was thinking, which was why I was trying to avoid anything along these lines VVVVVVVVVVV
Watermelon wrote: With ACS plugins I could make it so people could view the grid pattern in game, possibly even handle it completely in game on a server with mouse and all.
It would be really cool, yeah, and awesome. And in fact, ultimately, a standalone program in which this whole thing was conducted could be an entirely different game, which seems like a big lot of fun. But realistically, as it is with everything on this port, any gauged interest will probably soon diminish after a while, and it will fall by the wayside. Which is exactly what happened with, and why I was opposed to, the idea posed earlier on in the year about a "private-style public CTF server." I can see that's well underway :rolleyes:
Last edited by Iced on Sat Feb 09, 2013 1:33 am, edited 1 time in total.

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RE: Competition idea [gauging interest]

#30

Post by Strych6 » Tue Feb 12, 2013 4:36 pm

If this is to be an elaborate maneuver, and you successfully conjure up enough will-power to proceed with it, then don't stop at simplicity because you're already beyond that point

like Iced said, a standalone program would be very nice. It could guide us through rules swiftly and lessen the confusion along the way, allowing anyone to play extemporaneously. Not to mention this allows you to create a very specific game without throwing attention spans. Not much of a codewizard but I'm sure the program itself would be a simple creation. (but the rules are no simple feat, in fact it would probably have to evolve through gameplay and trialing) lol bonus points if it looks it came from Windows 95
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RE: Competition idea [gauging interest]

#31

Post by Ænima » Tue Feb 12, 2013 4:54 pm

Strych6 wrote: If this is to be an elaborate maneuver, and you successfully conjure up enough will-power to proceed with it, then don't stop at simplicity because you're already beyond that point

like Iced said, a standalone program would be very nice. It could guide us through rules swiftly and lessen the confusion along the way, allowing anyone to play extemporaneously. Not to mention this allows you to create a very specific game without throwing attention spans. Not much of a codewizard but I'm sure the program itself would be a simple creation. (but the rules are no simple feat, in fact it would probably have to evolve through gameplay and trialing) lol bonus points if it looks it came from Windows 95
I wouldn't support an external program, but if anyone wanted to actually start work on an ACS mod like this then I'd be happy to help that project out.
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RE: Competition idea [gauging interest]

#32

Post by Strych6 » Tue Feb 12, 2013 5:22 pm

Ænima wrote: I wouldn't support an external program, but if anyone wanted to actually start work on an ACS mod like this then I'd be happy to help that project out.
I imagine it would be a small program like minesweeper but with a bunch of empty fields. Kind of like a scorecard from a baseball game or something. Seems endearing enough to me :cool:
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RE: Competition idea [gauging interest]

#33

Post by Ænima » Tue Feb 12, 2013 6:28 pm

Strych6 wrote:
Ænima wrote: I wouldn't support an external program, but if anyone wanted to actually start work on an ACS mod like this then I'd be happy to help that project out.
I imagine it would be a small program like minesweeper but with a bunch of empty fields. Kind of like a scorecard from a baseball game or something. Seems endearing enough to me :cool:
Yes, but how would it communicate with the server? Like recording wins/losses in each region/square, etc.
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RE: Competition idea [gauging interest]

#34

Post by Strych6 » Tue Feb 12, 2013 6:43 pm

Good question, I'll try to answer despite my truly limited coding ability. I was I under the impression that this would be treated as an event as say idl or tourny.
In that case, judge/staff will have an update list at scheduled intervals. Captains would enter the data respectively. Then again, this is based on an idea I have, that each day of the week has its own priorities. so the steps would be split up and things would look less like a chore. Such consistency would lessen confusion. "Oh its monday tomorrow I need to have my movement plans finalized" "oh it wednesday today I better get the map updated"

Otherwise... this is probably tricky in programming idk, but take dmflags as an example where each set of parameters has it's own unique id outcome. the id code of course, would make things easier for whomever or whatever needs to update the information

edit:
Basically what needs to be invented first is a traditional game (ie risk, chess, jumanji, go, shoots n ladders). At events that require a variable, (ie. dice in a boardgame) you take it to the z&.exe and settle it there. Then translate game to program form, because no one will be too stoked to have a pen and paper handy
Last edited by Strych6 on Tue Feb 12, 2013 6:54 pm, edited 1 time in total.
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RE: Competition idea [gauging interest]

#35

Post by Xenaero » Tue Feb 12, 2013 8:23 pm

You're right that it would be a longer-type event like a tournament or the IDL, and it would really come down to the levels of dedication in the players themselves to make it succeed.

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RE: Competition idea [gauging interest]

#36

Post by Stall » Wed Feb 13, 2013 7:53 am

R would just win anyway.

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RE: Competition idea [gauging interest]

#37

Post by Ivan » Wed Feb 13, 2013 10:02 am

I won't play if Razgriz does... He always cheats on Risk.
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RE: Competition idea [gauging interest]

#38

Post by one_Two » Wed Feb 13, 2013 1:53 pm

I'd say you'd be better of having new teams of particularly active players than using existing clans.
Last edited by one_Two on Wed Feb 13, 2013 1:54 pm, edited 1 time in total.

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RE: Competition idea [gauging interest]

#39

Post by Xenaero » Thu Feb 14, 2013 5:35 am

Signups would be open to all parties, including R, although I highly doubt they'd play anyway.

Right now I'm pestering if Alex is going to push Duel32 changes or if 1.1 is coming right around the corner, and would like to coincide the tournament's first iteration with either/both of these milestones.
Last edited by Xenaero on Thu Feb 14, 2013 5:36 am, edited 1 time in total.

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