Log in

I forgot my password

Who is online?
In total there are 4 users online :: 0 Registered, 0 Hidden and 4 Guests :: 1 Bot

None

[ View the whole list ]


Most users ever online was 41 on Fri Jan 10, 2014 8:18 pm
Latest topics
» Whaddup
Mon Jul 17, 2017 10:52 am by ichbinsehselber

» Who's still here? :Roll Call:
Sun Jul 16, 2017 9:36 am by Xmo5

» AWBW Discord Server
Tue Jul 04, 2017 12:59 pm by ichbinsehselber

» Map Category Descriptions
Sun Jun 25, 2017 12:54 am by WalkerBoh

» Sonja SCOP
Thu Jun 22, 2017 6:26 am by Xmo5

» Map Editor and Move Planner and User Search at ruinedshadows.com
Mon Jun 19, 2017 12:36 am by WalkerBoh

» AWBW Replay Saver
Fri Jun 16, 2017 6:33 am by ruinedshadows

» AWBW Game Replay Saver
Fri Jun 16, 2017 6:32 am by ruinedshadows

» High Funds Maps & FTA Review
Tue Jun 13, 2017 2:30 am by WalkerBoh

Top posting users this month
ichbinsehselber
 
Annapocalypse
 
Xmo5
 


Quick Move Mode for huge maps

View previous topic View next topic Go down

Quick Move Mode for huge maps

Post  IPS on Sat May 02, 2015 9:48 am

Would been a great idea for all these huge maps that every unit could move x2 squares than usual per turn whenever there is not an enemy unit on a radius of 30 or higher. Let's say some radius that fairly don't affect league matches but makes games on huge maps with few players shorter.

Also something could be considered in order to not be abusable this suggerence
1.- This does not work on units that have recently entered at that radius, meaning it would only be activated if the same unit had been in that radius atleast 2 consecutive turns.
2.- There would been a kind of "higher movement cost" for the closer you move to enemy within that aditional radius, more likely for fighters that can move 9 squares per turn. An example could been movement costs can variate from 1 to 2 depending how close a fighter is moving to another fighter with decimal movemnt costs such as 1.1-1.9 moves required to move on a square depending the closer you move to the enemy unit.  


That would make games on huge maps more friendly and more commonly hosted. It's true that none of these units are ballanced for 60x60 maps and maybe Quick Move Mode could help and would not change anything the fighting phase and would be less impactful the later the game is at.

IPS
Mech
Mech

Posts Posts : 17
Funds Funds : 853
Reputation Reputation : 4
Join date : 2015-05-02

Back to top Go down

Re: Quick Move Mode for huge maps

Post  JakeSamiRulz on Sat May 02, 2015 5:00 pm

Or you can just have smaller maps?

I mean, large maps are a pain to play on anyway. I think smaller maps are better for making games quick and painless. I don't know, but this just seems to exploitable for my tastes.
avatar
JakeSamiRulz
Mech
Mech

Posts Posts : 40
Funds Funds : 1380
Reputation Reputation : 31
Join date : 2014-01-11
Age : 31
Location : Southern California, USA

http://ctomni231.github.io/cwtactics/

Back to top Go down

Re: Quick Move Mode for huge maps

Post  Xmo5 on Sat May 02, 2015 11:31 pm

I'm thinking the main advantages would be with terrain and production facilities/fronts.

A large quick-move game could allow for a scaled up version of a smaller map, but with more versatility with how chokey it is, etc. because a 1-wide mountain pass on a 20x20 could be a 3 wide on a large map if you kept it to scale, or just as thin if you prefer. As a consequence of enhanced "terrain resolution", there could be more fronts and/or wider fronts, with more options for creativity in terms of deployment facilities, enhanced by the higher funding and therefore greater number of bases/airports/etc.

I'll have to give this some thought.

_________________
To the optimist, the glass is half full.
To the pessimist, the glass is half empty.
To the engineer, the glass is twice as big as it needs to be.
avatar
Xmo5
AWBW Map Committee
AWBW Map Committee

Posts Posts : 389
Funds Funds : 1826
Reputation Reputation : 100
Join date : 2014-01-16
Age : 27
Location : Wherever I happen to be

Back to top Go down

big maps are great

Post  Blanci on Tue May 12, 2015 12:11 am

I played quite a few pretty large maps and they were great. I think we mustn't generalise too quickly. Perhaps the number of units is more important.. Too many bases and too many units can be too much clicking. However expansive maps can still have relatively few bases and consequently a normal number of units. . And its refrreshing to really get recons and other units to use their movement abilities .... Like driving your car in the open country instead of in city traffic jams.

And especially in fog large maps can means more options and can give lots of possibility for creative ideas.

The doubling move thingy ? Seems messy to implement, and really isn't the point of space to be spacious?
I like realism as it is simpler to remember the mechanism rules. Still it is good to debate eccentric ideas.

Blanci
Recon
Recon

Posts Posts : 156
Funds Funds : 1463
Reputation Reputation : 35
Join date : 2014-04-17

Back to top Go down

How about automation and formation design?

Post  Darkenigma on Sun Oct 04, 2015 8:52 pm

http://www.awbw.amarriner.com/game.php?games_id=224061&do=99e613073efa39346f2f534202e2ba46
In this map most of the players didn't keep up with it from the beginning, and England eventually gave up, leaving three players to take control of map. The two strongest players are Hachi, so there's as much units as one cold possibly build. If I could set the units on automated path everything would take much less time to do, but the hardest thing about moving so many units is moving and designing formations. If I could move my units, that haven't attacked yet, around as much I want within their movement range to find the best formation this would make things much easier.

Darkenigma
Infantry
Infantry

Posts Posts : 3
Funds Funds : 877
Reputation Reputation : 0
Join date : 2015-03-07

Back to top Go down

Re: Quick Move Mode for huge maps

Post  Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum