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Ideas for games with weird or unusual settings
Post your ideas for unconventional games here. http://forum.shrapnelgames.com/images/smilies/happy.gif
One that I was just thinking of was a musical chairs type game designed to encourage casual play. Maybe each player would only stick with one nation for a set number of turns, after which they rotate. That way you don't get too stuck on a particular position and have some room to experiment. And of course everyone else has the same problem and advantage. Of course, I'm not sure how workable this is. Maybe it would be more feasible to rotate between teammates in a team game. Anyway, there are probably other ways of encouraging casual plays, this is just one that came to me right now. |
Re: Ideas for games with weird or unusual settings
Perhaps a game to promote Ballbarian's SemiRandom. AAR-type game would work best, or at least reports about all the strange independent fights everyone had.
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Re: Ideas for games with weird or unusual settings
A game hosted by Llamaserver called "Poggle," after the last mammal on Earth*. The game will be Late Age with no human nations allowed, humanoid or subjugated-human nations being a gray area.
*Or one of the last if going by the book version of The Future is Wild. |
Re: Ideas for games with weird or unusual settings
How many LA nations are there without subjugated humans or humanoids?
Arcoscephale, human Ermor, humanoid Man, human Ulm, human Marignon, human Mictlan, human T'ien Chi, human Jomon, human Agartha, human Abysia, human/humanoid (matter of defenition) Caelum, looks somewhat humanoid but do have wings... C'tis, humanoid Pangaea, humanoid Midgård, human Utgård, human Patala, humanoid Atlantis, humanoid R'lyeh, humanoid Pythium, human Bogarus, human |
Re: Ideas for games with weird or unusual settings
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Re: Ideas for games with weird or unusual settings
Probably for this Poogie-type a special mod should be written... http://forum.shrapnelgames.com/images/smilies/wink.gif
BTW, the idea of scenario matches with not balance-oriented mods strikes me as good. Possible examples are BlackMoon Chronicles, WarHammer mods when they are ready as whole (& WarHammer World history certainly includes many possibilities for scenarios...) |
Re: Ideas for games with weird or unusual settings
I don't get it, would Poggle play like any other game except with the nation restrictions? It is an interesting idea in any case.
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Re: Ideas for games with weird or unusual settings
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Re: Ideas for games with weird or unusual settings
I'd love to play a MP game on the gangwars map I once made.. it needs to be played so it can be improved.
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Astral Duel
Astral Duel
Battle for the Astral Plane Small map (~10 provinces) with ALL PROVINCES INTERCONNECTED. In other words, every province neighbors every other province, simulating the dimensionless nature of the Astral Plane; thus all armies can effectively "teleport" to any location on the map. Map might be shaped like a decagon. Would make for some very unpredictable (and possibly fun) duels. Recommend the following special settings -Starting PD>=50, to discourage immediate capital capture. -Magic Site Probability=Max, to simulate magical nature of Astral plane; on the same vein, set Magic Research=Easy. -All Landtypes=Plain, as you are battling for the featureless void. -Change indy guardians to Ether Warriors lead by an Ether Lord, a la the "Ether Gate" spell. I've been meaning to make a map/scenario like this for a while, but like all things Dom3, it's taken a back-seat of late. |
Re: Astral Duel
make it so cleve
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Re: Astral Duel
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And 10 provinces - do you mean that all provinces are capitals? If so, it would be just rush for whoever could pull it from the start... Not a lot of fun in my opinion. And I don't understand what guardians you mean in such a case. |
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Re: Astral Duel
The Astral Duel makes me recall an idea that QM had a while back. A game of only capitals where all were interconnected. So you would come out of your gates and immediately be fighting massive capital defense and seige battles. Game would only last 12-18 turns I bet.
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Re: Astral Duel
And if you are just polling for ideas, I ran a game towards the end of the Dom2 era called, unsurprisingly, The Artifact Game. In this game I handed out all the artifacts in the game to each nation at start. It turned out to be really cool to see how each artifact influenced that nation. Also the capture and trading of artifacts was pretty cool.
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Re: Astral Duel
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I've been thinking about balanced map designs lately. Here's an typical symmetrical map from Wesnoth that I've been thinking of imitating: http://forum.wesnoth.org/download/fi...496c20f9d83e5f http://forum.wesnoth.org/viewtopic.php?f=8&t=3483 |
Re: Astral Duel
Lands of Darkness
Start the game with the Utterdark up at 999 gems, and make every home province have like 300K population. Basically, this is game for summons, SCs, and blood hunting. |
Re: Astral Duel
Ironhawk I think it would last longer since starting armies don't break walls that fast
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Re: Astral Duel
Only one way to know for sure http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Astral Duel
Speaking of planescapes, I believe the [url=http://dom3maps.wikidot.com/system:eightgates]Eight Gates[/i] map qualifies as an unusual setting.
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