How will having more than one "piece" on a certain area be handled? Or will it be limited to 1 piece for square?
I already said it :;): An owned region has "markers" on it, representing the strenth of the armies. The more markers, the stronger an army is.
In each turn, the markers can be moved to attack or defend a adjacent region. Every victory will destroy one of the enemy's markers. Conquering a region will give you reinforcement markers.
Phex wrote:In each turn, the markers can be moved to attack or defend a adjacent region. Every victory will destroy one of the enemy's markers. Conquering a region will give you reinforcement markers.
Maybe you did explain it, but I'm still confused. If I conquer your territory, how many markers do I get? Do I have to have more than 1 marker to attack, like in risk, so I know that I'm not leaving my base undefended? I think that this part of the rules could use a little more explanation.
I think that this part of the rules could use a little more explanation.
The rules are finished now. I tried to copy them from Risk but make them easier and more precise at the same time. And yes, they are MUCH easier than they tend to appear in my description.
Here they come:
Every team starts with 25 markers and 12 controlled regions (the tournament leader decides which regions each team controls at the beginning). At least one marker has to be placed on every controlled region. The remaining 13 markers have to be placed on any controlled region, but not on enemy regions. It is not allowed to have more than 4 markers in any controlled region at any time. Surplus markers were just canceled. The Both sides do not know where the enemy's markers are at this time.
When all markers are placed, the first turn of the tournament can begin. Both teams will see the other team's markers from now on (the markers are updated at the beginning of each new turn).
<hr> <span style='font-size:11pt;line-height:100%'>Marker Movement (Turns)</span>
In every turn, each team can move as many markers as they want from one region into an adjacent region. Harbours connect regions as if they were adjacent. You can only travel between two Harbours, not between one Harbour and a region that has a coast.
Every marker can only be moved once into one adjacent region every turn and not any further. Its also allowed not to move a marker or not moving any markers at all.
At least one marker has to stay in every controlled region.
All markers that were moved into the same enemy region count together as "attacking markers" (coloured red in the examples), no matter where they came from. It is not possible to attack with more than 4 markers at any time.
All markers that remain in a controlled region count together as "defending markers" (coloured blue in the examples), no matter where they came from or if they have been moved at all. It is not possible to defend with more than 4 markers at any time.
Its not possible to cancel a move once it has been sent in.
Special Case:<table border="0"><tr><td></td><td>If the two teams should attack each other's adjacent regions at the same time, its randomly decided which side has to attack and which side has to defend. When the attacker and defender where determined, the battle takes place in the region of the defender. All attacking markers that were attacking the now attacking side from the region of the defending side go into the defending pool of this region. But all attacking markers from the now defending side that came from a different region than the defending side will attack normally.</td></tr></table>Its an easy situation but I cannot really explain it. I think you will understand it much better with the example picture above. Actually, you dont need to understand it at all, it is not that important...
Battles are fought by playing the multiplayer map connected to the region of the defender. The number of players for each team paticipating is decided by the defender (2vs2,3vs3,4vs4...), the gametype is decided by the attacker.
Each victory takes away one of the enemy's markers: if the defender wins, the attacker loses one of his attacking markers; if the attacker wins, the defender loses one of his defending markers.
The battle ends when the attacker or the defender have no more markers left. Its not possible to break a battle, i.e. by retreating.
When the battle ends because the attacker has no more markers left, nothing special happens. When the battle ends because the defender has no more markers left, the attacker gains control over the region of the defender. The defender loses control over this region.
Every recording should be saved to prevent misunderstandings. An invisible host is not necessary if both teams agree. The host can also be changed during the battle if both teams agree.
If one team does not show up on a arranged time (or 10 minutes later), this team will automatically lose the battle. If only a few Players of a team show up, the battle will start with uneven teams (i.e. 1vs2 or 2vs4). The missing players can join the battle later if they show up later. This wont change the current scoring though.
Reinforcements are calculated at the end of each turn as described below.
The number of regions each team controls at the end of a turn is divided by 2.5 (fractional digits cut off) to get the amount of reinforcement markers.
Additionally there are "Areas", meaning groups of regions, that have to be controlled to get extra reinforcements. The Area Map can be seen here. If you dont have all regions of one area you get no reinforcement bonus for this area, not even a fraction of the full bonus.
<span style='font-size:8pt;line-height:100%'><span style='font-family:Courier'>Areas Color Regions
01 Western Kingdom red 7 (01,02,03,04,05,06,22) Marker Bonus +6
02 Dead Lands yellow 6 (14,15,16,17,19,20) Marker Bonus +4
03 Mountains grey 5 (08,09,10,12,21) Marker Bonus +4
04 Islands blue 2 (11,23) Marker Bonus +1
05 Woods green 2 (07,13) Marker Bonus +1
06 Fortress white 2 (18,24) Marker Bonus +1</span></span>
Example: One team has 14 Regions. Additionally this team controlls all regions of two areas (Islands, Dead Lands).
14 / 2.5 = 5 Markers
+ 1 Marker ("Island"-Area Bonus)
+ 4 Markers ("Dead Lands"-Area Bonus)
= 10 Markers for this round.
The reinforcement markers can be placed on any owned region before the next turn begins. You cannont 'collect' reinforcement markers. Place them now or never.
It is not allowed to have more than 4 markers in any controlled region at any time. Surplus markers were just canceled.
There are no reinforcements in the first turn (which is the beginning turn).
If two rules should contradict themselves or if there is no rule for a special situation, the tournament leader decides what to do after discussing with the participants.
He can make the final decision.
Remember that this tournament is just for fun. There is no prize to win and no money to collect. All you can gain is fame and honor (which can be bought by money too, but thats another story).
Example: One team has 14 Regions. Additionally this team controlls all regions of two areas (Islands, Dead Lands).
14 / 2.5 = 5 Markers
+ 1 Marker ("Island"-Area Bonus)
+ 4 Markers ("Dead Lands"-Area Bonus)
= 10 Markers for this round.
I get 10 Markers, and place them all on Ghol Lands, where I had 1 marker. I then use those 10 markers to attack Dwarven Lands where there are 5 Markers. He does well, and wins 6 games, I win 5 games. (Who cares what order they happen). That means after 11 games, I am now in Posession of the adjacent territory with 4 markers placed on it.
This seems like a lot of games for 1 round, IMO.
Now i'm either confused, or Concerned. You tell me
Yes you were right I forgot something, namely a marker limit. I think 4 markers per regions is enough since the fronts are very broad. Two very powerful armies can now have a battle maximum of 7 games if they are fighting *very* equal (4:3) and only if they attack from different regions. In your example this battle maximum would have been 14 games (9:5).
Do you still think this is too much?
EDIT: Included the 4 marker limit into the rules (not more than 4 markers in every region, attacking with not more than 4 markers, defending with not more than 4 markers).
Just a note, if you want to use solo-maps as multiplayer maps then I released a plug-in called "Reborn" which you can get from this page.
It converts all of the Myth 2 solo maps into playable multiplayer maps.
A lot of them are quite fun, although I will be the first to admit that not a huge amount of work actually went into them, and I was hard-pressed to get any beta testers back when I made it, so some of the maps may be buggy or rough around the edges. You would be welcome to adapt them to your needs though =)
haravikk wrote:Just a note, if you want to use solo-maps as multiplayer maps then I released a plug-in called "Reborn" which you can get from this page.
It converts all of the Myth 2 solo maps into playable multiplayer maps.
A lot of them are quite fun, although I will be the first to admit that not a huge amount of work actually went into them, and I was hard-pressed to get any beta testers back when I made it, so some of the maps may be buggy or rough around the edges. You would be welcome to adapt them to your needs though =)
it might be good idea to look for "Cameron deGray"s LvsD, which also makes the maps into multiplayer maps... he put more effort in it then Haravikk i think
Thank you for the information but this Tournament will probably not going to happen.
There is not enough interest. Only one person agreed to help me and currently there are zero people who participate altough I asked a lot of Myth players.
Sad to admit it but it seems like I have to cancel the Tournament or at least shift it for an indefinite amount of time.
Brainbug wrote:it might be good idea to look for "Cameron deGray"s LvsD, which also makes the maps into multiplayer maps... he put more effort in it then Haravikk i think
Isn't light vs dark the one where it just makes the two teams on solo playable? Although I believe there was script to limit the dark all becoming available in one go, I didn't find those very fun.
I'm talking about standard multiplayer maps with using the solo maps as terrain.
Also Phex, I wouldn't give up so soon, people aren't going to rely on a forum thread or two alone, especially not here as most people are mappers that visit here. What you want is a little web-site show-casing the idea where people can go to sign-up. Make sure to plan the tourney to happen when nothing else major is scheduled to be on.
I started a topic on Playmyth.net. More and more people seem to be interested.
Hmm seems you have gone for a pretty complex set of rules, which may be the reason you've gotten so little interest...
To be honest it could quite easily be simplified into something, perhaps easier to understand and less hastle to pull off.
I already made the rules nearly as easy as possible. There will be minor changes maybe, but nothing much can be changed without totally destroying the Risk game mechanics.
So.... forgive me if I'm being a fool, but, I read the title as a Coop tournament. I think of Coop as solo missions. From the rules you describe, the battles will be fought in a sort of light vs dark manner, on existing solo meshes, but with two opposing teams fighting for a goal. that's not coop. Is it possibly false advertising?