Defining Norms for Strats
3 years ago
United States

If we really want to foster collaboration in this game, I thought it might be helpful to agree on a set of norms for defining strats for each level. As a starting point for discussion - but with no pride in authorship - I might propose the following Chess-like norms:

  • We refer to each hex tile with coordinates (Horizontal, Vertical) with the top-left tile being (0,0). This is a little clunky since some maps align more horizontally while others align more vertically, but I think it would suit our purposes. I've never played other hex tile games, though, so perhaps there are other coordinate systems that are more commonly used for them?
  • We give each unit on a map a unique designation. E.g. it could be Charlie-1, Charlie-2, etc. If we wanted to get a little more granular, we could add prefixes to differentiate between Player, Computer, and Neutral units, e.g. P-Charlie-1, E-Bison-1, N-Hunter-1, etc. If we go this route, I would propose leaving units with their original designation even after they have been captured by Player or Computer to avoid confusion.
  • This would allow us to define strats with specific moves - again, a la chess - e.g. P-Charlie-1 moves from (1,1) to (1,3) and attacks E-Bison-3 at (1,4), or E-Hadrian-2 attacks P-Kilroy-1 at (16,5).
  • It would be helpful to have a map with the hex overlay for each stage. I have some for the earlier stages and I have non-hex maps of the rest - but it is beyond my graphic design skillz to create full hex maps of each stage, including names for each unit (including those in factories).

If we can agree on these, I would be glad to take a stab at (or collaborate with others) putting together a guide for all 32 levels.

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