Skip to Content
 

In search for new idea's regarding maps

22 replies [Last post]
X3M
X3M's picture
Offline
Joined: 10/28/2013

For my game, I am looking for new types of terrain. For the best balance, I need at least 3 more types.

These terrain should all 3 allow for the best movement (a score of 3 out of 3). But with reduced fighting (a score of 0 to 2 out of 3). Basic units should not be able to see much here.

My own idea's are only city and fog.
Where fog certainly can allow for a score of 3 movement.
And city might be only 2 or 1, which is less and might better fit the complete picture.

But what more are possibilities for good movement, yet impaired vision? I have run out of idea's here. Even if movement is limited a bit. Just throw idea's at me.

And is it smart to have weather influencing terrain? I can imagine fog being stuck in places. And Snow reflecting the sunlight to blind people. But rain is something that can't be constant during a war. What do you think?

Terrain types that I already have are: Rocks, Tree's, Snow, Concrete/Hardground, Grasslands, Dessert and Water.
The game can take place on alien planets.

krone9
Offline
Joined: 01/28/2017
what about underwater

what about underwater

Gabe
Gabe's picture
Offline
Joined: 09/11/2014
How about tall grass or a

How about tall grass or a cornfield?

Moving through those things doesn't slow a person down too much, but you can't see anything until you're right up on it.

The Professor
The Professor's picture
Offline
Joined: 10/25/2014
Undulating hills

Movement may be a bit slowed, but moreover your visibility would be affected.

I've played a lot of wargames, so forests, deserts, and mountains also come immediately to mimd.

polyobsessive
polyobsessive's picture
Offline
Joined: 12/11/2015
Form and feature combinations

One possible way to think about terrain is that you have an underlying geological (and I'm not using that in a technical sense) form, indicating how flat, hilly, or uneven the ground is, and some feature(s) indicating what is on top of that ground, like vegetation, buildings, etc.

If you define a few forms and a few features, you can then have a distinct terrain type for each combination of form and feature. Some might not make sense for your game (or at all) but it should give you a load of terrain types to choose from. Different forms and features can have different effects on movement, visibility, etc.

Some possible forms: level, uneven, gentle hills, steep hills, precipitous.

Some possible features: grass, scrub, arable, light woodland, dense woodland, bog, rocky, sandy, sparse buildings, dense buildings.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Whoaaah, many responses already, nice.

I should have mentioned. I also have higher terrain. They follow a different set of mechanics. Because it also includes up hill and down hill movement etc.

However, perhaps small hills are the way to go with this. How much would small hils block movement? Not much. Nor can you stand on them.
I put them in my list: "small hills"

Sorry for not mentioning that I have a mechanic set on altitude difference.

I am in search for "flat" terrain that has objects that block vision.

krone9 wrote:
what about underwater

I have sub marine and sub terrain. They follow the surface rules, but are a different "dimension". Air too has this, but see's almost all.
Although, shooting from normal terrain, into the "under" terrain. Needs special vision indeed.

Gabe wrote:
How about tall grass or a cornfield?

Moving through those things doesn't slow a person down too much, but you can't see anything until you're right up on it.


Sorry. What about tanks? Perhaps I should have mentioned that big badass units might be there as well. "normal" tanks see just as much as "normal" infantry.

Is that corn field tall enough? Good for maps on earth. And on alien planets, I can say "tall, soft, vegetaion". This is an idea.
Sunflower fields are the same thing. I can use this. Why didn't I think of it sooner.

polyobsessive wrote:

Some possible features: grass, scrub, arable, light woodland, dense woodland, bog, rocky, sandy, sparse buildings, dense buildings.

scrub; somehow, that might work. But chances are low.
arable; farm lands?
bog; I have seen this word before. What is it? Google doesn't help me much here.
Sparse/dense buildings; different levels of "city" perhaps?

polyobsessive
polyobsessive's picture
Offline
Joined: 12/11/2015
Bog

X3M wrote:
bog; I have seen this word before. What is it? Google doesn't help me much here.

Wetlands. More or less equivalent to marsh or swamp.

X3M
X3M's picture
Offline
Joined: 10/28/2013
polyobsessive wrote:X3M

polyobsessive wrote:
X3M wrote:
bog; I have seen this word before. What is it? Google doesn't help me much here.

Wetlands. More or less equivalent to marsh or swamp.

I got marsh/swamps through the combination of grasslands with water.
But both aren't blocking vision. Or am I missing something?

polyobsessive
polyobsessive's picture
Offline
Joined: 12/11/2015
Bogs

X3M wrote:
I got marsh/swamps through the combination of grasslands with water.
But both aren't blocking vision. Or am I missing something?

I wasn't suggesting they were. I think you might have missed what I was trying to suggest: I was proposing a way of generating a large list of terrain types to choose from rather than specific types. Apologies that I explained it badly. It sounds like it's not what you need anyway.

OgreFoot
Offline
Joined: 01/20/2017
Hot Springs?

These have very hot gas ejections and sometime the water has lots of acids. Perhaps maneuvering through takes time so no damage occurs.

X3M
X3M's picture
Offline
Joined: 10/28/2013
polyobsessive wrote:X3M

polyobsessive wrote:
X3M wrote:
I got marsh/swamps through the combination of grasslands with water.
But both aren't blocking vision. Or am I missing something?

I wasn't suggesting they were. I think you might have missed what I was trying to suggest: I was proposing a way of generating a large list of terrain types to choose from rather than specific types. Apologies that I explained it badly. It sounds like it's not what you need anyway.

All little things help.
Maybe I go for the full 16 types. In that case, bogs could be a tad different than swamps. Unless, they really are the same thing.

Now, where can I place bogs? I got beaches (water+dessert) and swamps (water+grasslands)

Bogs could be by themselves. Or created by combining other terrain types.

OgreFoot wrote:
These have very hot gas ejections and sometime the water has lots of acids. Perhaps maneuvering through takes time so no damage occurs.

That is a good one indeed. I already was thinking of boiling water. But it didn't occurred to me that I could do hot springs. They will do nicely in combination with lava lakes and sea shores or rivers.

***

Another suggestion from elsewhere. Taiga.
While I have clean ice by combining water and snow terrain. Taiga is a bit different. Since there is actually ground involved. I could put the movement score at a maximum of 3, yet vision could be 2, just like snow.

***

I have 9 picks now.
But a bit more, and I can analyse which ones to pick for (semi-)completion.

Gabe
Gabe's picture
Offline
Joined: 09/11/2014
X3M wrote: Gabe wrote:How

X3M wrote:

Gabe wrote:
How about tall grass or a cornfield?

Moving through those things doesn't slow a person down too much, but you can't see anything until you're right up on it.


Sorry. What about tanks? Perhaps I should have mentioned that big badass units might be there as well. "normal" tanks see just as much as "normal" infantry.

Is that corn field tall enough? Good for maps on earth. And on alien planets, I can say "tall, soft, vegetaion". This is an idea.
Sunflower fields are the same thing. I can use this. Why didn't I think of it sooner.

Depending on the purpose of the corn, the stalks can get up to 12 to 16 feet tall.

Generally, the height of a tank is around 10 feet. So, yes, there would be reduced visibility.

Sunflowers can grow up to 9-12 feet tall, so they would reduce visibility as well.

ssm
ssm's picture
Offline
Joined: 04/06/2017
Marsh/swamp/wetlands would

Marsh/swamp/wetlands would hamper vision if the reeds are growing, if there are trees, if there is spanish moss (a lot of it), if there is mist early or late in day.
If you have it in there already, marsh could hamper movement, and even need a turn to clean & recover after going through.

FrankM
Offline
Joined: 01/27/2017
Are there rivers on the maps?

If there are rivers on the map, you can impose "mist" (essentially fog) as a feature on top of any significant drop in altitude. This can extend some distance downwind from the actual waterfall, depending on the scale.

Similarly, cities or industrial areas (strip mines, etc) can put haze or smoke downwind.

An interesting way to reduce mobility a bit and visibility a lot would be erosion features (e.g., any Road Runner cartoon). This is appropriate somewhere that plausibly was higher ground but got weathered mercilessly (due to soft stone or lots of wind/water).

X3M
X3M's picture
Offline
Joined: 10/28/2013
Thanks for all the suggestions.

Something hit me.

By the looks of it. I am creeping again. Time to shoot this old yeller.
And start from scratch.

Sure I can add more and more terrain. But no one wants to recognise 8 or more terrain types. 7 was already some sort of a maximum for the ridges. And telling the codes should not be done so.

I need to do something super basic. Yet trying to get as much as possible things.

Instead of C/W/D/G/T/R/S and what more to add. I want to do something simple, with numbers.
And then, I could do a yes/no situation.

gxnpt
Offline
Joined: 12/22/2015
visibility

Fumaroles - vent volcanic haze or steam
Stalks - hemp,sunflowers,whatever
Mounds - "prairie dog city" if the mounds reached 10 yards/meters

Each could be added to suitable regular terrain to reduce visibility.

City would behave like flatland with mounds.

Mists from altitude and waterfalls would behave like fumarole haze. Industrial haze the same.

Stalks would cover any growth that impeded vision - and if you have "trees providing air cover" rules those could use the same visibility system.

For an alien environment you might have permanent shadows in certain locations - if you use day / night variables in the game.

Steve Broadfoot
Offline
Joined: 04/25/2017
What about Ha-Has? Sure the

What about Ha-Has? Sure the terrain itself is just grassland, but the purpose of Ha-Has was for defenders to have clear line of site whilst attackers we're constantly hindered by limited field of vision and difficult obstacles, even thouh normal movement across the ground was uninhibited.

FrankM
Offline
Joined: 01/27/2017
Geting pretty deep in the weeds here

Steve Broadfoot wrote:
What about Ha-Has? Sure the terrain itself is just grassland, but the purpose of Ha-Has was for defenders to have clear line of site whilst attackers we're constantly hindered by limited field of vision and difficult obstacles, even thouh normal movement across the ground was uninhibited.

Tactical barriers might end up being their own features added on top of the terrain. I'm not familiar with a military application of a ha-ha (or Terry Pratchett's ho-ho), but you may be thinking of an anti-tank trench. Relatively portable barriers include Jersey barriers, razorwire, and area-denial munitions (effectively tiny landmines fired by artillery).

Depending on the details of the simulation, it may be necessary to differentiate between soft cover and hard cover. Hard cover hides someone and stops bullets (brick wall or boulder), while soft cover merely hides someone (hedges or smoke). Either type of cover may or may not block visibility through the space (trees block visibility, trenches do not).

X3M
X3M's picture
Offline
Joined: 10/28/2013
Terrain is often soft cover

Terrain is often soft cover in the current game.

Any structure or unit added, is hard cover or fodder.
But sometimes, eg. wooden wall, is used to hide stuff behind it.
You often need a lot of something, to keep things hidden. Like a tank.

***

Any hows.
I talked about how this has turned into creep.
I need to figure something out. That will simplify the mechanics. Instead of complicating them.

This is how it currently works:
All players know how normal units work.
Special units have bonuses by ignoring terrain types; for movement AND for projectile types.
A terrain has 1 or 2 letters.
T+W for example, is water with tree's.
Players know that normal unit can move 2 out of 6 points here. And projectiles have 5 out of 6 points.
If an unit can move in water and land. It would be 5 out of 6 points for that region.

Stuff like that. Has to be simplified.
Since players don't like to add and subtract a lot.

I was thinking. It is the properties of a region.
Not the terrain code.
That would make things simpler, if supplied to players.
In that case, it doesn't matter what else I think of for terrain. I simply pick something that fits the numbers that I want.

To get things working. I need to get the right properties.

-The main surface would be 6 points divided among liquids or solid grounds. We have [L]iquid.
-[S]olid
-[T]emperature (very cold/cold/normal/hot/very hot). I think, this could influence a lot on unit movement. But also justify for example, ICE. Terrain. Which is currently a combination of water and snow.
-[H]ard [o]bjects, like hills, rocks, maybe tree's. The more points, the less room for any unit.
-[S]oft [o]bjects, like plants, piles of snow, maybe tree's again, but these would be in between.

Units now can have the property of not ignoring a terrain type. But rather ignoring a terrain property. And there are only 5. Not 7, 8, 10 or 16.

First problem, a tank would be needing solid ground for movement. But any Ho or So would be reducing movement again. I can imagine a nice 3/3 region for water and solid ground. And then having 3 points for objects. In that case, movement would be 0, yet vision 3.
Originally, terrain types supplied points, not subtracted them.

A second problem, would be ridges. But in a sense. I could scrap them and have hexagons being the ridge instead. I tried this before. But it makes maps so much bigger. About twice as big.

I could use any texture with this plan???
Or am I over complicating things???

Another approach would be, lessening terrain types or properties. But the main wish remains. Having points for movement. And points for vision. But also, having units that only can go on water. Or units that can fire better in the woods (splash damage to hit hiding units)

FrankM
Offline
Joined: 01/27/2017
Modular map of modular hexes

It probably makes sense to build these hexes up from primitives. This might be a level or two too complicated.

The base for a hex defines its altitude. Could literally be hexes of differing heights for a premium version, or just a number chits.
Next is the shape of the land. These can be pictorial hexes, maybe with something at the edges to indicate elevation changes.
Next is the foliage level (bare to thick brush). Could be pictorial, or color-coded.
Next are features like farmland, trees, buildings, etc. I'm thinking of tiny figurines.
Next are overlays like smoke, haze, fences, berms, trenches, landmines, etc. Again, tiny figures might work.
Finally units that occupy the hex.

Generally, features are cumulative, though interesting combinations merit exceptions (e.g., thick brush and fencing are not cumulative with each other).

Remember that tanks can function as hard cover for infantry.

Also, it'd be great to see a niche in the game for combat engineers. They basically manipulate certain kinds of features and overlays.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Adding a minimum, or discarding it all

Talked with the number 1 play tester yesterday evening.

The conclusion is that every player ever, would simply recognise altitude of terrain.
And that having special weapons lobbing over or go through, are easy enough to understand.
Especially if the map is truly designed to be 3D.

For the terrain types. It is odd to look at every region. And having to look at the codes, then looking the effects up in a table. Also, knowing each unit speciality regarding movement and projectile effects. Would be waaay to much work for new players. These things are introduced 1 by 1 to players. But to get things going. I need to lessen the strain by a lot.

Instead of letter codes. Numbers would be better. But we are left by the problem of ridges. While ridges make maps small for playing. They need to be understandable, by simply looking at the "colour".

Fog, will not be an answer for ridges.
City like structures will. Therefore the 8th terrain type will be Cit[Y].
Perhaps, it is time to stop immediately, with adding more.

If I truly would add more, then I need to discard ridges. And turn to numbers instead.

I will first test the minimum addition. If it doesn't suit the situations. Then it all will be discarded.

mcneipl
mcneipl's picture
Offline
Joined: 06/12/2015
forest = reduced vision swamp

forest = reduced vision
swamp = reduced movement
desert = danger (quick sand or something maybe)
lava = get burned!
caves = restricted movement / sight

Just some random ideas.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Balance issue's and worked out results.

Regarding movement. The urban addition works great. (Yes, I am calling it [U]rban).

In the past, I had urban environments, composed of "rocks" and "hard ground". But then with its own texture. Back then it had 3 Movement and 3 Vision. But I am happy with the new addition. And thus having it get a movement of 6 instead.

Balance? More like design issue's

However, regarding projectiles. I find that it lacks easy to use numbers. Now that I am adding urban, I might as well use that opportunity to make things easier for myself too. I will use vision of 1 instead than opposed to the intended 0. I know that it doesn't have the full vision block now. But giving it 1 is already effectively stopping players from trying to shoot through (Vision total of 1 or 2). It also allows for interesting melee battle's.

Maybe in the future, I might add another region, that truly has 3 Movement and 0 Vision. It would not influence the design issue's any further, since the default is set on 16 total, instead of 15. And even air units could have trouble here. Yes, Fog could be the next one to add. But it would be weird, only applying this to the pure terrain types. You will see for example a Harbour in my list. But these places are perfect for fog.

Is it logical that in urban environments. Units have some vision? I think it should. Since you can consider structures with roads, to have the same effect as tree's on vision.

Results
With Urban. I need to look at the combinations. And what they can represent. Let me know, if you can find yourself with these settings.

Urban with...;

-Urban: Big City. Movement 6. Vision 2.
Often having a lot of hexagons adjacent to each other.

-Concrete/hard ground: Suburb. Movement 6, Vision 4.
Less structures, but good pavement. Explain the statistics for this hexagon.

-Grass: Villages. Movement 5, Vision 4.
While these share the same vision radius as suburbs. It is that villages have a disoriented road configuration and thus reduce movement by 1.

-Dessert: Dessert Villages. Movement 4, Vision 4.
Same story as the normal Villages, I guess. But then, the roads are really bad.

-Water: Harbour. Movement 3, Vision 4.
Ships happen to have exactly the same movement here.
Allowing ships and ground units to cross each other in a perfectly 1 on 1 ratio.

-Snow: Big City in winter. Or a mountain city. Movement 5, Vision 3.
The winter is hard on most regions. Vision and movement are always reduced by the cold. However, an open snow plain offers more vision yet less movement.

-Tree's: Urban Park. Movement 4, Vision 2.
Not much to say about this. Let's just say that the combination of structures and tree's. Allow for more confusion when trying to spot a target.

-Rocks: Caves(?). A denser form of an ancient mountain city? Movement 3, Vision 1.
So many corners and turns. That vision is reduced to an absolute minimum. This place is perfect for melee units though.

Texture?
I think, that I need to make an overlay texture with grey(?) blocks. That fit the hexagons. But it would not represent the caves. So with the last one, I think I stick with ancient mountain cities.
Ridges are "random" in shape. But when the texture is added, the random shape has to be ignored. Thus the urban texture has to be added as an entire layer on its own.

If any one still wonders:
Vision is a d6 accuracy roll on any weapon.
Movement is allowing a number of units in that region. They keep their effective speed. But you need more action points to get more unit through.
Effectively, movement of 4 and 5 cost the same amount of AP than movement of 3, for a full squad.

***

Some of you have given great suggestions that steered me in this direction.
Thank you.

Syndicate content


forum | by Dr. Radut