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Victory Conditions Ideas

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Hi, I have a couple victory conditions ideas that could be easy to implement for next alpha if you like them.

 

Conquest Civic Centers

  • Lose all Civic Centers makes timer 5 minutes to defeat. This always seemed like the important thing, to protect the Civic Centers at all cost.

 

Conquest Any

  • Any of the criteria for any Conquest condition can be met for victory, So, kill/capture all enemy units, or kill/capture all enemy buildings, or kill/capture all enemy Civic Centers (for timer victory). This give multiple paths to victory.

 

 

Edited by wowgetoffyourcellphone
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Some games also provide economic victory conditions like

Economic resources

  • be the first player to store a certain amount of food and/or wood, stone, metal
  • could be made more interesting with randomly placed treasures

Economic buildings

  • be the first player to possess x1 buildings of type y1 [and x2 buildings of type y2 [and ...]]
  • similar to wonder victory condition

Economic units

  • be the first player to possess x1 units of type y1 [and x2 units of type y2 [and ...]]

Economic population

  • be the first player to hit x total population

 

Other popular victory conditions which are still non-present are

Regicide/Herocide

  • every player starts with a unique king/hero unit and loses when it is killed
  • already planned, see #2160, discussion can be found here

King of the hill

  • in the map center there is a structure which has to be captured and owned by x minutes without interruption in order to win
  • not that much discussed yet

Relic

  • capture all relics on the map [for x minutes]
  • first relics need to be implemented, see this topic

Defense

  • you start with x1 buildings of type y1 [and x2 buildings of type y2 [and ...]] and need to hold all / at least one of them while destroying the enemy ones
  • a common example is wonder defense
  • Defense units could be a victory condition where you must not lose a group of units (generalization of regicide/herocide)

Invasion

  • singleplayer version of defense: hold the buildings for x minutes in order to win
  • Invasion units could be the singleplayer version of Defense units

 

I would also be interested in some experimental modes like

Bloodshed

  • be the first player to kill x1 units [of type y1 [or type y2 [or ...]] [and x2 units of type x3 [or type x4 [or ... ]] [and ...]]]
  • unit type would usually be citizen soldier and champion and hero
  • if you lose units of the required type yourself, they could be removed from your count, so effective healing is a key to success
  • during village phase the count per killed unit could be tripled, during town phase doubled

Destruction

  • like Bloodshed, but only destroyed buildings add to the count
  • building type would usually be any, because otherwise players would avoid building the required types
  • Capture could be a victory condition where you need to capture the buildings instead of destroy them

 

It is very important to be able to combine several victory conditions, see elexis' ticket.

Edited by Palaxin
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Sudden Death

"Player are eliminated when they have no Civic centre left, so protect your Civic Centre while destroying your enemy's. You cannot build any additional  Civic centre. In nomad mode, players can build one civic centre."

 

you are starting with one and single CC so you aren't allowed to build another. If you lost your unique CC you will defeated.

 

but how can expand ? A modify template  of building territorial influence, that allow another rules with territory and the rest of building set.

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Musical Chairs ( by Score)

game mode that steadly eliminates a player who ranks as the lowest of all the other players.

every few minutes player with the lowest score looses. One by one. Simple.

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16 minutes ago, Lion.Kanzen said:

Sudden Death

"Player are eliminated when they have no Civic centre left, so protect your Civic Centre while destroying your enemy's. You cannot build any additional  Civic centre. In nomad mode, players can build one civic centre."

In AOM you started with a citadel instead of a village center. Basically the same but stronger. Perhaps in this case civic centres should also have double the HP, capture points and max garrison.

Edited by Palaxin
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Hotspots 
Hotspots games require you to build fortresses on target areas as they are revealed. When all hotspots have been revealed and claimed, the player with the most wins. The first hotspot is revealed immediately, and players will all likely rush to build there. Hotspots can be taken from other players, though, either through capturing the fortress or by demolishing it and building your own.

 

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The thread is only few days old an already didn't find it anymore. I think we should have some tickets, though we should figure out some details prior.

Some gamemodes seem to be suited more for a specific map than a victory condition.

For example for "King of the hill" you would have to add a building to the selected map - but how do you figure out where to place that? So either add one map with that building and move the defeat/win mechanism to a TriggerScript, or change all maps to optionally place that king-of-the-hill building (not sure how to do that with scenario/skirmish maps, but likely possible as the civic center / iberian walls are placed there as well).

The "invasion" mode has the same issue.

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Or you could just restrict which maps are shown based on the selected victory condition, and/or vise versa? It's probably better the more flexible things are though, so the more maps that can support the more victory conditions the better.

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in middle of map and have alternative some maps(the map that it can modify to do that) is more for random. skirmish and scenario aren't designed for some victory conditions.

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1 minute ago, feneur said:

Or you could just restrict which maps are shown based on the selected victory condition, and/or vise versa? It's probably better the more flexible things are though, so the more maps that can support the more victory conditions the better.

same idea :) hahaha but you was more faster.

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1 hour ago, feneur said:

Or you could just restrict which maps are shown based on the selected victory condition, and/or vise versa? It's probably better the more flexible things are though, so the more maps that can support the more victory conditions the better.

I think each map should define the supported victory conditions and the map filter should be able to show maps of single or combined victory conditions

Edited by Palaxin
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4 hours ago, Palaxin said:

I think each map should define the supported victory conditions and the map filter should be able to show maps of single or combined victory conditions

I agree - the maps could have tags added to them to signal which victory conditions they support for those victory conditions that are potentially unsuitable for some maps.

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Territory

Hold the most territory at X minutes.

(Combine it with an X minute ceasefire and a small map to get a novel game mode).

Edited by causative
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Is it deliberate that you use X in both places? I.e. is your point that there will be no fighting so players will be forced to use other strategies?

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Yeah, e.g. 30 minute ceasefire, 30 minute Territory victory.  Might be interesting also to have a 30 minute ceasefire, 35 minute Territory victory, so that players build up and then have five minutes to destroy some of the enemy CCs/forts.  Maybe 30/32 would be more balanced, because the point is not to allow a player to wipe out an opponent entirely, just to reclaim some last minute territory.  2 minutes may not seem like a lot of time but remember that the player can position his troops and siege around the enemy CC during the ceasefire, so the final 2 minutes is pure attack.

Edited by causative
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I think Seleucids and Ptolemies would have a significant advantage with their phase 2 mini CCs. They are the first who can claim strategic points and have lower costs for expansion. Perhaps military colonies should be disabled in this mode...

Edited by Palaxin

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Yeah, or even better, limit to 1 CC/colony per player.  That way you expand in a more interesting way, by making roads of houses forts and barracks from your original territory.

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Capture the Sheep

  • The Sheep is a dumb sheep which can be controlled by any nearby unit just like ordinary sheep (they will change color).
  • Sheep is immortal. (And villagers will not eat them.)
  • Other player must capture all Sheeps and bring them to their territory.
  • Sheeps cannot be garrisoned (but you can build a wall around them).
  • Sheep can be transported by boat. If boat is destroyed, sheep respawns at nearest home territory or CC. Or we can let Sheep swim.

See http://trac.wildfiregames.com/ticket/4075

Edited by jkufner
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On 6/8/2016 at 8:54 AM, Palaxin said:

I think each map should define the supported victory conditions and the map filter should be able to show maps of single or combined victory conditions

Depends on what kind of map you are talk about. For Skirmish maps, King of the Hill skirmish object can be place in most skirm maps by designer. But yeah, I would like to see Skirmish map be able to have multiple victory condition possible set by the designer in Atlas. Maybe even extend this to allow true and false and recommend. So, can choose recommended victory conditions, victory conditions that are allowable, but map not specifically designed for, and then victory condition it specifically does not allow. But maybe this is complicaed.

 

On 6/2/2016 at 3:59 AM, Palaxin said:

King of the hill

  • in the map center there is a structure which has to be captured and owned by x minutes without interruption in order to win
  • not that much discussed yet

I would like to see this be a wonder of the world, one of the 7 wonders. If it is desert map this wonder is the Hanging Gardens of Babylon (the Persian wonder is change to Gate of All Nations, I can't wait to see this, fam). If it is a temeperate map, this wonder is the Stonehenge (Britons get the White Horse of Uffington to replace). If it is a Greek map, it can be the Colossus of Rhodes (this can look really awesome). Egypt map? The Great Sphinx. Capture this wonder for X minutes and you are the king of the hill. Game can add cool structure from history to the game this way that you won't find with the current available civs. So, the Temple of Jerusalem can be one. Temple of Artemis.Thing like these.

Edited by wowgetoffyourcellphone
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Is very  easy to win, go to enemy village, attack the king, come back to your settlement , the enemy King is come tu territory, heal your hero. Use your troop to attack the enemy King , wait to have more damage than your king, use your king to kill enemy, it's done.

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One important note on the rigicide game: Hereoes are not supposed to be the "kings" to kill, because it would change gameplay too much. At least this was the idea when I proposed the new gametype. But in discussion under the issue http://trac.wildfiregames.com/ticket/2160 use of heroes came up and since it is simpler to implement than introducing a new unit Sandarac took action and made the first patch (which is good). The discussion settled on two new gametypes: Rigicide (kill the new unit "king" or "queen") and Heroicide (kill existing hero).

The strategy for Rigicide game is to garrison king/queen to CC and play as usual. Benefit is in simpler game objectives. AI should have little to no problem with this.

The strategy for Heroicide game is much more complicated, because it may be important to use the hero in battle, but it must survive during the game.

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