Add two multiplayer scenarios
Affects | Status | Importance | Assigned to | Milestone | |
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widelands |
Fix Released
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Medium
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Unassigned |
Bug Description
This is more a reminder than a bug report:
SirVer and I talked about two multiplayer scenarios that should be shipped with Build16:
* "Island hopping" - the goal is to be the first to reach the end island - each player starts on an island and has to expand in one direction, to reach the other side of the island - once (s)he reaches the other side, (s)he hops to the next island, which means: a new headquarters will be generated on the next island. This goes on and on until the first player reaches the end island.
* "Warehouse exchange" - in an x shaped map (there should be one in trunk) the two players starting on one line of the x need to exchange a specific amount of a specific ware via warehouses build at touching borders - as the other two have the same goal, "having touching borders" will surely be a hard goal.
I though a bit more about the specifics
1) Island hopping: the marker for "hopping" should be finishing a sentry on a certain spot (and precisely on this spot). The new HQ will start with all the wares the current HQ has and all players can always see the whole map. Like this, the players can gain an edge by checking what is needed on the next island and concentrating on this. One could also give "prices" for finishing one island, that is if you reach an island you get a message: you arrived here first, if you finish this island you will get 5 pieces of coal while the second one gets "you arrived here second, if you finish this island, you will receive 15 pieces of coal". so various strategies could lead to success.
2) maybe we could also variate this and define precisely were the two warehouses must be build. Checking if two borders touch is maybe to costly for a scenario (but we'll try).