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  #1  
Old January 19th, 2004, 04:47 PM
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Default Re: Maps, theory discussion

Topographically speaking, the torus is really the same thing as a spiral map, unless, of course, you break it into a C like you did in your sample map. It really does sound like you are looking for the topographical equivalent of a sphere.

edit:

Instead of thinking about it in terms of your common garden variety Earth-globe, try thinking about it in terms of a ploygonal solid with a system at each of the vertices. In other words, there doesn't need to be a clear-cut 'pole' system. Any vertex might be seen as a 'pole.'

First consider a cube, and what you would need to do to represent it in 2-D on your computer screen. Draw it on a piece of paper. The trouble then becomes the number of crossing warp-lines that this makes. A cube can be un-crossed without too much difficulty (try it!), but as the number of systems (vertices) increases the map will become too messy before you get anywhere near the number of systems in a large quadrant.

That's why the compromises are made. Hope this gives you some ideas.

[ January 19, 2004, 15:13: Message edited by: Cipher7071 ]
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Old January 19th, 2004, 05:12 PM
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Default Re: Maps, theory discussion

Quote:
Originally posted by Cipher7071:
Topographically speaking, the torus is really the same thing as a spiral map, unless, of course, you break it into a C like you did in your sample map. It really does sound like you are looking for the topographical equivalent of a sphere.
Actually, the C-map and the sphere map were two totally different trains of thought. I merely put both of them in one post. However, a torus map broken into a C is just a cylinder, right? Regardless of it's 3D shape I mean, since that is ignored for game purposes.

Quote:
Originally posted by Cipher7071:
edit: Instead of thinking about it in terms of your common garden variety Earth-globe, try thinking about it in terms of a ploygonal solid with systems at each of the vertices. In other words, there doesn't need to be a clear-cut 'pole' system.
Not toally sure what you are getting at here. Instead of having a polar system would you have interconnects between all the systems at the top? Not connecting them top to bottom, but like spokes across the end of a cylinder I mean?
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Old January 19th, 2004, 05:15 PM
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Default Re: Maps, theory discussion

Geo, you caught me in the middle of an edit...go back to my original post.
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Old January 19th, 2004, 05:16 PM
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Default Re: Maps, theory discussion

Geo, you caught me in the middle of an edit...go back to my original post.
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Old January 19th, 2004, 05:22 PM

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Default Re: Maps, theory discussion

Good Idea Geo...

For that style of map... But it removes the punch and counter punch... Will they attack from the left or the right.

To me this actually improves the strengh of the Ancient as they will be able to box the none ancient in.... Where as the traditional one causes the ancient to travel in two directions. Which can be countered by a player who expands at a normal rate...

They do make for a nice variation... If your going to do games like that why not make a huge map and remove the warp point connected thing... And then the Game Admin can set up the start points before the game starts... Natually the map maker will give hints with some predefined ones

Hmm.... This really gives me an idea on the map pack I am making...

Just some thoughts - as Mac would say.
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Old January 19th, 2004, 06:17 PM
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Default Re: Maps, theory discussion

Quote:
Originally posted by tesco samoa:
For that style of map... But it removes the punch and counter punch... Will they attack from the left or the right.
You are correct. But I see this as an acceptable tradeoff for giving the outnumbered defender some chance at a succesful defense. You lose some of the suprise, but is it really a suprise if you know you are going to lose, but only don't know which direction your defeat is going to come from.

Quote:
Originally posted by tesco samoa:
To me this actually improves the strengh of the Ancient as they will be able to box the none ancient in.... Where as the traditional one causes the ancient to travel in two directions. Which can be countered by a player who expands at a normal rate...
In theory I agree, but in practice the ancient race player can effectivly "cover all the doors" with a minimum amount of effort. There is some posibility that the non-ancient player if aggresive can effect a breakout, since the ancient player will, at least early on, not have much strength at every point. But the window for such a move is quite narrow, and depends a lot on luck, choosing the correct door. Very quickly the greater empire size means the ancient player can cover all the choke points in sufficent strength that the encircled player can't break through anywhere in sufficent numbers. At that point the game is all over but the glassing.

The C-Map doesn't eliminate this advantage, my intention wasn't to eliminate it anyway, but I think it helps the non-ancient player some as it limits the number of places they have to defend, and allows a significant portion of their empire to grow unharrased.

That's my idea anyway.

Geoschmo

Quote:
Originally posted by Cipher7071:
First consider a cube, and what you would need to do to represent it in 2-D on your computer screen. Draw it on a piece of paper. The trouble then becomes the number of crossing warp-lines that this makes. A cube can be un-crossed without too much difficulty (try it!), but as the number of systems (vertices) increases the map will become too messy before you get anywhere near the number of systems in a large quadrant.
Ah, yes. I see what you mean. That could make a very intersting map. It does give me some ideas. Might take a while to build, cause I'd have to actually move some systems around. I'll play with that and see what I can come up with.
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Old January 19th, 2004, 06:20 PM

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Default Re: Maps, theory discussion

i never play ancient... they just see the map right ?
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