Lem0ns69 II
New Member
- Messages
- 11
Tl;dr at the bottom
I love grand strategy games like hoi4 so I thought how could we bring grand strategy to conqueror. For a visual way to track your progress rather then getting a number to time up (no. of outposts and vessels) how about we give the map borders. Initially I just thought out a border around around each settlement and have that area of the map coloured in that factions colour but then I started thinking more in depth so instead we divide the map into provenance that have 1 or more capture points and then the rest of the province will be that building’s sphere of influence. A capture point will be a building or settlement for example corvega could be the CP and Lexington could be in it’s sphere of influence or sanctuary and the vault. The way non-settlement buildings would be upgraded with caps for example you could pay 2000 caps for building a wooden tower around the scaffolding around the large chimneys on the roof of corvaga or buy turrets and sandbags to be placed on the outside of corvaga both make it more defensible but you could also upgrades that make it productive for example corvage was used to make cars so you could buy an upgrade that lets you scrap the cars. With the new upgrade system I was thinking of making branching upgrades (not mutually exclusive) you could also upgrade Lexington first you’d pay caps to get it ready for human habitation then you pay for upgrades for defence and productivity. On upgrades and defence it would work like sieges first they attack the town then the fort for example they would attack Lexington then once the had taken it they move on to corvaga depending on the upgrades for defence you bought either your soldiers or your civilians will suffer more casualties. If you upgrade the defence of the town more then the fort you suffer less civilian casualties because they have more time to evacuate but you will suffer more soldier casualties the reverse is true if you upgrade the fort more then the town.
Tl;dr divide the map into provinces (coloured to the faction and the provenance map will be on the war planer’s desk) and in each provenance will have either a settlement or a town and a fort. Towns and forts can be upgraded with caps to increase productivity or defence towns will always produce more but be less defensible forts are the opposite in addition in a siege if the attackers fail to take the fort then the province remains with the defender however after a failed siege that only captures the town its population will be decreased and some upgrades destroyed therefore you will need to not only upgrade the fort so that the provenance isn’t lost but also the town so that fewer civilians are killed and fewer upgrades destroyed, this should add balance so that people don’t just pour all the caps in to either the town or the fort.
I love grand strategy games like hoi4 so I thought how could we bring grand strategy to conqueror. For a visual way to track your progress rather then getting a number to time up (no. of outposts and vessels) how about we give the map borders. Initially I just thought out a border around around each settlement and have that area of the map coloured in that factions colour but then I started thinking more in depth so instead we divide the map into provenance that have 1 or more capture points and then the rest of the province will be that building’s sphere of influence. A capture point will be a building or settlement for example corvega could be the CP and Lexington could be in it’s sphere of influence or sanctuary and the vault. The way non-settlement buildings would be upgraded with caps for example you could pay 2000 caps for building a wooden tower around the scaffolding around the large chimneys on the roof of corvaga or buy turrets and sandbags to be placed on the outside of corvaga both make it more defensible but you could also upgrades that make it productive for example corvage was used to make cars so you could buy an upgrade that lets you scrap the cars. With the new upgrade system I was thinking of making branching upgrades (not mutually exclusive) you could also upgrade Lexington first you’d pay caps to get it ready for human habitation then you pay for upgrades for defence and productivity. On upgrades and defence it would work like sieges first they attack the town then the fort for example they would attack Lexington then once the had taken it they move on to corvaga depending on the upgrades for defence you bought either your soldiers or your civilians will suffer more casualties. If you upgrade the defence of the town more then the fort you suffer less civilian casualties because they have more time to evacuate but you will suffer more soldier casualties the reverse is true if you upgrade the fort more then the town.
Tl;dr divide the map into provinces (coloured to the faction and the provenance map will be on the war planer’s desk) and in each provenance will have either a settlement or a town and a fort. Towns and forts can be upgraded with caps to increase productivity or defence towns will always produce more but be less defensible forts are the opposite in addition in a siege if the attackers fail to take the fort then the province remains with the defender however after a failed siege that only captures the town its population will be decreased and some upgrades destroyed therefore you will need to not only upgrade the fort so that the provenance isn’t lost but also the town so that fewer civilians are killed and fewer upgrades destroyed, this should add balance so that people don’t just pour all the caps in to either the town or the fort.