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#1 |
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KOTR Reservist
Join Date: Nov 2003
Location: Banff
Posts: 172
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Notation System / Grid Numbers
Bills, does the TAO team have some means of numbering the playing grid and/or expressing unit movements in notations, ala chess? I have been toying with one of my own, based on the FIDE system for chess, and am curious if you or Seed or any members of the dev team have devised such a system.
For example, rather than drawing out a map in ascii, I would be able to simply say 12.KnF5-f8;aF9-17s. That means that, on the 12th move of the game, the Knight on F5 moved to F8 and Attacked the unit at F9 for 17 damage, then faced south. This would, of course, require extensive notes for each game; it would also require an initial formation list since, unlike chess, each game could have a different initial setup. A screenshot would solve that, though. Thoughts or Ideas? Or is this just too damn complicated to be of use to people? EDIT: That system would get complicated for magic users, especially when you get into damage and whatnot. You could list each damage dealt as a separate attack (i.e. a Pyro damaging three units would have notation for three separate attacks), but that's a lot of notation for one move. Last edited by ultraexactzz; 12-01-2003 at 07:44 AM. |
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#2 |
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KOTR Reservist
Join Date: Nov 2003
Location: Banff
Posts: 172
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just tried to Keep notes on a game, and lost because I wasn't paying attention - I doubt notation will come in handy unless it's kept automatically.
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#3 |
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Member
Join Date: Nov 2003
Posts: 34
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I doubt it, too complicated I think... especially considering a lot of the players are under 15.
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#4 |
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KOTR Reservist
Join Date: Nov 2003
Location: Banff
Posts: 172
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Yeah, I've already given up on it... but having some sort of universal set of numbers for the grid itself would probably come in handy. The notation for games, yeah, that's no good.
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