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  1. #1
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Collecting possible and usefull battlemodes...

    How about a "blind" match? You cannot identify your opponent's units until they engage in combat. The enemy units appear as some kind of generic block figure or all the units in your army appear as a particular type of unit of your choosing until their actual unit types are revealed via combat. Missile units would have to fire before being revealed and melee units would have to engage in h2h combat. You would have to carefully observe your opponent's army to guess the type of units they are using while you would have to try to not give away clues about your units as you move/position your army.

    Another idea: a set of 2 or more games with a designated koku value to spend for the whole set. Units that survive first game are available for the second game - but only with the number of warriors the unit had at the end of the game. However, these units would get an increase in honour due to their veteran status. Remaining koku not spent in the previous games of the set can be used to purchase replacement units for the next game. Routed units could either be discarded or return for the next battle with a decrease in honour to reflect that they fled the previous battle. Like in the SP campaign, partial units could be combined to create full units or koku could be spent to fill up the ranks with replacements. In addition to the skill of fighting the battle, you would have to consider how much koku to ration for the later battles. I'm not sure what would be a fair way to determine the winner of these "mini" campaigns though.
    Last edited by Gregoshi; 09-11-2010 at 05:13.
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  2. #2
    Needs more flowers Moderator drone's Avatar
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    Default Re: Collecting possible and usefull battlemodes...

    Quote Originally Posted by Gregoshi View Post
    Another idea: a set of 2 or more games with a designated koku value to spend for the whole set. Units that survive first game are available for the second game - but only with the number of warriors the unit had at the end of the game. However, these units would get an increase in honour due to their veteran status. Remaining koku not spent in the previous games of the set can be used to purchase replacement units for the next game. Routed units could either be discarded or return for the next battle with a decrease in honour to reflect that they fled the previous battle. Like in the SP campaign, partial units could be combined to create full units or koku could be spent to fill up the ranks with replacements. In addition to the skill of fighting the battle, you would have to consider how much koku to ration for the later battles. I'm not sure what would be a fair way to determine the winner of these "mini" campaigns though.
    Another good one, I like the mind games involved. "How much will the other guy spend for the first match?", "Can I skimp, and sell a lesser army dearly for a later advantage?". The only problem I see is with players spending max on the first round, you might end up with a steamroller effect with already upgraded units plowing through a lesser army and then valouring up. The decrease in total value (dead bodies) to the loser plus the "free" valour of the winner might be too much to overcome.

    TW variants of liar's poker or blind man's bluff should be awesome.
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  3. #3
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Collecting possible and usefull battlemodes...

    Quote Originally Posted by drone View Post
    The only problem I see is with players spending max on the first round, you might end up with a steamroller effect with already upgraded units plowing through a lesser army and then valouring up.
    If a player blows the whole wad for a mega-army on the first game, his whole hand is revealed. And, as it is a series of games, the mega-army player has no koku to replace lost units. The other player can purchase units to more effectively counter that army and also play a game of attrition to whittle down the mega-army over the series of games in the set. I guess the method of determining the final victor might affect how this type of game is played. Another thought would be to set a limit as to how much of your koku you can spend on any one game.
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    Member Member Magyar Khan's Avatar
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    Default Re: Collecting possible and usefull battlemodes...

    i read some good and some terrible ideas :o) lets hope CA dont use the terrible ones and state they have listenend to us :o)

    another idea used in fun chess games is that u get the units u annilated as reinforcmenst at your own site....

    so make a map with some victorypoints, start early in the morning (gameclock), battle with your army vs opponent and every unit u slaughter from him side is immediatly appearing as reinforcements on your side..... and lets say 1 hour gameclock = 5-10 minutes in the game.... every gamehour Vpoinst are accumulated and after about 8 hours (40-80) minutes the player with highest VP points has won..... altho in real the victor will be earlier decided i think.....

    what u think about this?
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  5. #5
    Member Member Magyar Khan's Avatar
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    Default Re: Collecting possible and usefull battlemodes...

    since i see much debate about usefull mpas in teh forum i think a battlemode with home and away ( both sides play as defender and attacker and server calculates overall winner) gives much more maps a meaning./.....
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  6. #6

    Default Re: Collecting possible and usefull battlemodes...

    I would like to see a free-for-all mode where up to 8 players could fight against each other. My main reason for wanting this is it could make for an interesting player-run campaign mode. Let me explain using the old map I had for the MP STW campaign I had way back when:



    Sorry about the pic size, can any of the mods/admins show me how to resize the pic to make it easier on people who want to read this post? Thanks


    I believe a campaign might be feasible, where every player (or clan) is assigned one or two provinces on the map. Each player gets 10,000 koku (or whatever is the most popular amount for the community) per province, so the more provinces you own, the larger and better quality armies you can field on the campaign map per turn. A free-for-all mode would allow for multiple players to attack the same province in a single turn. These multiple players could agree to team-up with each other, (and thus divide the koku amongst themselves after the battle) or one player/team could bribe another with koku before/after the match, or give the province to the other, for the province koku (10,000 lets say) for a specific number of turns. Lots of negotiations could go on, before, after and during a match. Of course, everyone could backstab each other and not divide the koku (in the case of bribes), or a team/player could instead of trying to gain new territory each turn, instead bide his time and save up koku to make a push later on in the game. Well enough of that since I haven't worked out the details. I wanted to use this as an explanation why I think a free-for-all mode would be good.

    PS: I also made another MTW map, but never played out a campaign with it, due to the battle maps not being representative of the provinces on the campaign map, but only generic names like HillyInland2 etc . . .: Which is another reason I would like to see the return of one battle map named for each province, or Magy's idea of a pick your area of the campaign map and use it for MP battles. Either would work well.

    Here is the other MP map I made for MTW:

    Last edited by UglyElmo2; 09-13-2010 at 21:44.

  7. #7
    Member Member Magyar Khan's Avatar
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    Default Re: Collecting possible and usefull battlemodes...

    such could be simpler

    use this....

    every player that wants to attack a province state this and decides what maprates goes with the certain map (lets say totomi = 95%)

    the defender decides if he wants to attack with 10000 koku (if thats the value thats considered best fitting the gameplay) or defend witrh 9500

    and for example: if u attack 2 vs 1 than u play 2*5000 vs 9500 in the theory that being able to mix between quantity and quality and played with more players is an advantage....

    and if u own certain provinces u get access to certain units, example if u have 3 temples u can field three monk units and so on....

    simple and effective....


    used in a later online campaign we hosted... i remember eliteOFgazoz supporting the maprate solution a lot in which i think it solves many problems with maps..... castles and bridges were even fun with mapratings along 50%
    mapratings also allow u to base it on experience or by lot of training.....
    Last edited by Magyar Khan; 09-13-2010 at 23:10.
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