I want to make a short length infinite sandbox game because I believe it will have a different effect. A never ending game is a tense strategical masterpiece that bursts into action every once in a while. My hope is with a limited time frame this will be more like a heist film where you try and grab as many points as you can improvising around the many issues that pop up. If it succeeds it will be great and if it fails we won't have lost much and can just tweak the rules for the next one.
The initial rule set is strongly based on Nav's rules for two reasons. The program is made with that in mind (so certain changes aren't really practical) and the rule set is a well thought out rule set. I mainly decided to make changes to take into account the fact that we are playing a limited time game (so pieces that build up on the long term aren't an issue nor is balancing for new players). Plus I wanted the game to have as many aggressive opportunities as possible so I made some changes to back that.
1) Rule changes
-I got rid of some events (mainly ones based around voids) because it slows down gameplay.
-Getting rid of the square coverage rule for placing pieces. Because it limits fast aggressive gameplay (the issue it addresses, which is long term players getting attacked by beginners won't be an issue in a game with no long term players nor beginner advantage).
-One energy per move permanently (no beginner edge nor big player limits).
-no beginner advantage.
-Currently no player cap. It may become non sustainable for my sanity, but that isn't an issue as the game has an end date.
-3/4 gains from capturing. Don't want it to 100% efficient but want capturing to be as useful as reasonable.
-All pieces can be placed with energy (getting rid of the high piece blocking)
-increased the profit/loss of capturing the king
-permanent knocking out for the round.
-No paint and nukes.
-extra ranking based on capture rate.
-pawn's can promote past the 6th rank. With no advantage.
-New events are every seven updates but still last 14 updates. Meaning two happen at the same time. Also an event can't happen twice in the same game. The events start in such a manner to insure no event starts with less than a week to go (so for a 50 update game update 2,9,16,23,30,37,44 would have the events start)
2)Time between moves:
An update a day for the first 40 update. The one every two days to give more time for strategising in the last 10 updates. If I don't update in time it will most likely be due to some kind of computer access issue. I will be travelling a bit.
3)Potential changes not implemented
-giving the Harpy unlimited turns where they can hold a piece.
-Allowing the Harpy to drop pieces everywhere.
-Getting rid of the one turn where a placed piece can't capture.
-Rethinking piece values.
-Giving fun advantages to deeper promotions (maybe upgrade the pieces and improve the energy gained by sacrificing).
The potential changes are potentially game breaking so I think it's a bad idea to start off with them in a game that hasn't been tested in many other manners.
I want to make a short length infinite sandbox game because I believe it will have a different effect. A never ending game is a tense strategical masterpiece that bursts into action every once in a while. My hope is with a limited time frame this will be more like a heist film where you try and grab as many points as you can improvising around the many issues that pop up. If it succeeds it will be great and if it fails we won't have lost much and can just tweak the rules for the next one.
The initial rule set is strongly based on Nav's rules for two reasons. The program is made with that in mind (so certain changes aren't really practical) and the rule set is a well thought out rule set. I mainly decided to make changes to take into account the fact that we are playing a limited time game (so pieces that build up on the long term aren't an issue nor is balancing for new players). Plus I wanted the game to have as many aggressive opportunities as possible so I made some changes to back that.
1) Rule changes
-I got rid of some events (mainly ones based around voids) because it slows down gameplay.
-Getting rid of the square coverage rule for placing pieces. Because it limits fast aggressive gameplay (the issue it addresses, which is long term players getting attacked by beginners won't be an issue in a game with no long term players nor beginner advantage).
-One energy per move permanently (no beginner edge nor big player limits).
-no beginner advantage.
-Currently no player cap. It may become non sustainable for my sanity, but that isn't an issue as the game has an end date.
-3/4 gains from capturing. Don't want it to 100% efficient but want capturing to be as useful as reasonable.
-All pieces can be placed with energy (getting rid of the high piece blocking)
-increased the profit/loss of capturing the king
-permanent knocking out for the round.
-No paint and nukes.
-extra ranking based on capture rate.
-pawn's can promote past the 6th rank. With no advantage.
-New events are every seven updates but still last 14 updates. Meaning two happen at the same time. Also an event can't happen twice in the same game. The events start in such a manner to insure no event starts with less than a week to go (so for a 50 update game update 2,9,16,23,30,37,44 would have the events start)
2)Time between moves:
An update a day for the first 40 update. The one every two days to give more time for strategising in the last 10 updates. If I don't update in time it will most likely be due to some kind of computer access issue. I will be travelling a bit.
3)Potential changes not implemented
-giving the Harpy unlimited turns where they can hold a piece.
-Allowing the Harpy to drop pieces everywhere.
-Getting rid of the one turn where a placed piece can't capture.
-Rethinking piece values.
-Giving fun advantages to deeper promotions (maybe upgrade the pieces and improve the energy gained by sacrificing).
The potential changes are potentially game breaking so I think it's a bad idea to start off with them in a game that hasn't been tested in many other manners.