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I Make Maps |
| Written by Daniel |
| Thursday, 11 June 2009 |
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The original version of Conquest was so awful that it prompted radical changes to the game. Rather than becoming disheartened and scrapping the project, it was decided that Conquest should be played on a map. Surely that would save Arthenia... ![]() The first (and only) map ever made for Conquest. There were numerous flaws with Conquest. A single unit could destroy many locations in one turn. Combat was also not exciting, and did not truly reflect the way a battlefield worked. It was decided that the most feasible way to solve these problems was to change the format of the game so that it was played on a map. On the map we placed a grid, where units could vector between adjacent squares on the grid. On both edges of the map were places for locations to be built. Opposing castles were horizontally centered, and took up two squares. Each player could have seven locations, so the grid had 8 squares horizontally. Clearly the map system was a stroke of genius. With the implementation of a grid units would be able to move around free-form, just like in a real battle or video game. It also gave a notion of distance to all skills that units used. Units could move a number of spaces on the grid depending on their mobility. Spells and sniper also had range. A unit could be targeted from a number of squares. For instance, Slingshot Hermit was an archer with sniper 5 and range 3; interesting, but utterly useless. ![]() Slingshot hermit was an archer with range 3, and Baby Phoenix was a monster that could move two spaces at a time. The map solved other problems as well. Units would have to trudge into the depths of enemy territory in order to assault other locations, rather than doing so from the safety of their own locations. This also solved the problem of the same unit destroying many locations in one turn. In order to defend a location, a unit needed only reside in the square in front of the location, preventing other units from assaulting it. The genius of the map did not end with above innovations. Oh no...it was envisioned that there could be multiple types of maps, with rivers and other terrain that modified the gameplay. For instance, some units might be able to walk farther than others on different terrain, some squares might be uninhabitable, the sky was the limit. There could even be special tournaments where different maps were used. Unfortunately (or fortunately), these ideas never saw fruition, because the map was scrapped within a few days. However alluring the idea of playing Conquest on a map seemed, it simply did not work. There were numerous problems with the grid system. Because of the way mobility worked, units with high mobility were indescribably powerful. As recalled, cards like Dark Wyrm (50/50 mobility 2) were able to wipe out an army of units by moving to the sides of units and killing them, making it so only one unit of the opponent's army could move close enough to attack the Wyrm. However, aside from obvious problems like this, the mobility system ultimately made locations indestructible, refuging mages worthless, and the combat system horribly pathetic. ![]() An uncivilized shrine could not be inhabited by mercenaries. Study 2 meant that a mage would get 2 mana each turn. Finally, some terminology changed. Villages became villages and shrines, the latter giving mana income. The old shrines became monoliths. In terms of the heroes of our story, Dan and Brian were fighting valiantly for a better way, but Mark still had his reservations (and not without good reasons). Fortunately, Mark would later become a valuable asset to the team. After a desperate attempt to perfect the grid system, it became evident that this format would not work. There was a fairly wide period of stagnancy, and Conquest seemed to be hopeless. On the final day of the grid system, Brian and Dan spent hours writing and drawing a plethora of cards. That night, there was a memorable span of time with the song "Long Day" by Matchbox 20 playing for about 2 hours, with Brian and Dan lamenting about the beautiful idea of Conquest and preparing for the game's destruction. However, as will be a growing trend throughout this account, another revolutionary idea sought to revive Conquest... |