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       #Post#: 728--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: HGMuller
       Date: April 1, 2018, 3:41 am
       ---------------------------------------------------------
       The more I think about it, the more I get convinced that this is
       a fools errand. If you hardly fill the board, you would just
       have a small game on a large board, and would already be
       surpassed by Chess on an Infinite Plane. So on a 50x50 board you
       would need ~800 pieces to make use of the board size. That means
       that a game would have to last at least 800 moves to move every
       piece once. And most pieces would be buried so deep in your own
       camp, that moving them once gets them nowhere; even if they are
       sliders they might need 4 or 5 moves to sneak out to the front
       line where they can engage the opponent. So we are talking about
       many thousands of moves average game length, which seems a good
       way to ensure there would never be any interest to play it.
       With a reasonable number of moves (and 500 moves should already
       be considered very taxing), most of the pieces would not be
       moved at all; for the pieces that are moved to do anything
       useful you might typically leave 90% of your pieces totally
       untouched. What would be the point of designing a plethora of
       piece types moving in all kinds of original ways if they only
       serve as 'cannon fodder'?
       The only way I can think of where such a large game would make
       any sense is to provide diversity, i.e. have the game start (in
       the opening phase) with a number of super-destructive pieces,
       which massacre the opponent to the point where perhaps only 10%
       of the pieces is left (the massacred pieces having never moved).
       Then, depending on how exactly this is done, you would get
       middle-games with totally different sets of pieces. Then the
       presence of most of these pieces, although pointless in one
       particular game, would be justified by that they get intensively
       used in some of the games. It would be quite hard to make it
       such that the game is not totally decided at that point,
       however.
       #Post#: 730--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: ubersketch
       Date: April 1, 2018, 8:47 am
       ---------------------------------------------------------
       --- Quote from: HGMuller link ---
       >
       > The more I think about it, the more I get convinced that this
       is a fools errand. If you hardly fill the board, you would just
       have a small game on a large board, and would already be
       surpassed by Chess on an Infinite Plane. So on a 50x50 board you
       would need ~800 pieces to make use of the board size. That means
       that a game would have to last at least 800 moves to move every
       piece once. And most pieces would be buried so deep in your own
       camp, that moving them once gets them nowhere; even if they are
       sliders they might need 4 or 5 moves to sneak out to the front
       line where they can engage the opponent. So we are talking about
       many thousands of moves average game length, which seems a good
       way to ensure there would never be any interest to play it.
       >
       > With a reasonable number of moves (and 500 moves should
       already be considered very taxing), most of the pieces would not
       be moved at all; for the pieces that are moved to do anything
       useful you might typically leave 90% of your pieces totally
       untouched. What would be the point of designing a plethora of
       piece types moving in all kinds of original ways if they only
       serve as 'cannon fodder'?
       >
       > The only way I can think of where such a large game would make
       any sense is to provide diversity, i.e. have the game start (in
       the opening phase) with a number of super-destructive pieces,
       which massacre the opponent to the point where perhaps only 10%
       of the pieces is left (the massacred pieces having never moved).
       Then, depending on how exactly this is done, you would get
       middle-games with totally different sets of pieces. Then the
       presence of most of these pieces, although pointless in one
       particular game, would be justified by that they get intensively
       used in some of the games. It would be quite hard to make it
       such that the game is not totally decided at that point,
       however.
       >
       --- End Quote ---
       Hm good idea, maybe we should put the powerful pieces at the
       front, and leave the less powerful ones to fight each other,
       with the less powerful ones able to promote to more powerful
       ones, based on captures.
       I think I'm going to lower the size to 40x40
       #Post#: 733--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: ubersketch
       Date: April 1, 2018, 9:12 am
       ---------------------------------------------------------
       I have an idea, why don't we make it so that when a piece in the
       opponent's side of the board gets captured, one type of your
       pieces gets promoted. This should allow for more powerful pieces
       to come through.
       #Post#: 737--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: Martin0
       Date: April 1, 2018, 2:31 pm
       ---------------------------------------------------------
       How about some of the "cannon fodder" having a special move to
       move several pieces during the same turn. Let's call the piece
       infantry. An infantry can move can move up to 5 squares either
       horizontally or vertically (like a rook with maximum 5 squares).
       All infantry pieces within a 5x5 square can perform an army
       movement. In an army movement all pieces performing the movement
       must move the same amount of squares in the same direction.
       This would allow many pieces to move during the same turn and
       with several captures at the same time. If there are some really
       strong pieces which makes killing several infantry pieces in one
       move relatively easy, then I'm not really worried about this
       army movement to be too powerful. Maybe still just weak pieces
       that rarely moves depending on how powerful other pieces are.
       #Post#: 738--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: ubersketch
       Date: April 1, 2018, 4:24 pm
       ---------------------------------------------------------
       --- Quote from: Martin0 link ---
       >
       > How about some of the "cannon fodder" having a special move to
       move several pieces during the same turn. Let's call the piece
       infantry. An infantry can move can move up to 5 squares either
       horizontally or vertically (like a rook with maximum 5 squares).
       All infantry pieces within a 5x5 square can perform an army
       movement. In an army movement all pieces performing the movement
       must move the same amount of squares in the same direction.
       >
       > This would allow many pieces to move during the same turn and
       with several captures at the same time. If there are some really
       strong pieces which makes killing several infantry pieces in one
       move relatively easy, then I'm not really worried about this
       army movement to be too powerful. Maybe still just weak pieces
       that rarely moves depending on how powerful other pieces are.
       >
       --- End Quote ---
       Great idea!
       And yes, the pieces I mentioned above could easily decimate an
       army.
       #Post#: 739--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: HGMuller
       Date: April 1, 2018, 4:48 pm
       ---------------------------------------------------------
       To speed up development you could have an 'Air Lift' piece,
       which moves as a Queen jumping an arbitrary number of pieces,
       cannot capture, but can optionally take any or all of the
       adjacent pieces with it, if the correspondingly adjacent square
       of its target square is empty. This allows moving 9 pieces at
       once, so that more pieces can be used in the same number of
       turns. And it allows weak pieces (staeppers and other
       short-range leapers) to move to a place that would take them
       10-20 moves to reach otherwise, without making these pieces
       individually strong.
       #Post#: 740--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: ubersketch
       Date: April 1, 2018, 5:14 pm
       ---------------------------------------------------------
       --- Quote from: HGMuller link ---
       >
       > To speed up development you could have an 'Air Lift' piece,
       which moves as a Queen jumping an arbitrary number of pieces,
       cannot capture, but can optionally take any or all of the
       adjacent pieces with it, if the correspondingly adjacent square
       of its target square is empty. This allows moving 9 pieces at
       once, so that more pieces can be used in the same number of
       turns. And it allows weak pieces (staeppers and other
       short-range leapers) to move to a place that would take them
       10-20 moves to reach otherwise, without making these pieces
       individually strong.
       >
       --- End Quote ---
       Interesting. I have a feeling that this piece could be able to
       carry a lot of Infantrymen.
       #Post#: 741--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: ubersketch
       Date: April 1, 2018, 6:01 pm
       ---------------------------------------------------------
       Alright, I have a feeling we'll be basing this on variants like
  HTML [url=http://"
  HTML http://www.chessvariants.com/large.dir/contest/scirocco.html"]Scirocco[/url]<br
       />and
  HTML [url=http://"
  HTML http://www.chessvariants.com/large.dir/contest/typhoon.html"]Typhoon[/url].
       I've renamed the Infantry piece to Infantryman and armies to
       squads.
       I made some rules about squad:
       When an infantry moves, all of the friendly pieces (and
       Infiltrators/Guerilla-affected pieces) inside the squad move,
       but not any piece beyond the squad unless an Officer is present.
       If a piece cannot normally make a move, it cannot make that move
       during an squad move, it may only move the maximum distance in
       that direction (if it even can move in that direction).
       If an infantryman is immobilized, so will its associated squad
       unless it untied by an Officer with another one.
       When an infantry member (or Guerilla-affected pieces) in an
       infantry move collides with a friendly piece, it may not move
       further.
       I've also come up with pieces that can make squads less
       powerful.
       Interceptor - All enemy pieces within a 5x5 radius of it cannot
       partake in an squad move. Moves like an Infantryman.
       Infiltrator - When entering an enemy squad, it will move with
       that squad but it will still be able to capture enemy pieces.
       Moves like an Infantryman.
       Assassin - When it captures an Infantryman, all of the members
       of its corresponding squad gets captured as well. Moves like an
       Infantryman.
       Here are some other pieces:
       Officer - When in a squad, all overlapping friendly squad will
       move with that squad. Moves like an Infantryman. A group of
       squads united by an Officer or Airlifter is called a platoon.
       Driver - When in a platoon/squad, all pieces inside it will be
       able to move like an Infantryman during an squad move. Moves
       like an Infantryman.
       Scout - Unable to move unless it is a squad move.
       Guerrilla - When in an platoon/squad, all enemy pieces inside
       that platoon move as well but cannot capture (unless they are
       Infiltrators). Moves like an Infantryman.
       I've decided we should have 4 Infantrymen, 4 Scouts, 2 Drivers,
       2 Officers, and 1 Guerrilla.
       Also, we will be upgrading the board size to 50x50 due to the
       new concepts being added in.
       #Post#: 742--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: ubersketch
       Date: April 1, 2018, 6:20 pm
       ---------------------------------------------------------
       I'm pretty surprised this turned into a hot topic. I guess I
       didn't realize how many people would be interested in some
       project I started with barely any planning.
       #Post#: 746--------------------------------------------------
       Re: A Chess variant to surpass Taikyoku
   DIR By: Martin0
       Date: April 2, 2018, 3:52 am
       ---------------------------------------------------------
       How many pieces do you intend to use? When I talked about the
       infantry piece I was thinking of maybe having about 250 infantry
       pieces in a 50 x 5 area (if we're using a 50 x 50 board). Maybe
       a bit less or more depending on the other pieces and if you want
       to have a few holes in the infantry piece area (empty squares)
       or if you want the infantry to cover a larger area (such as 500
       infantry pieces in 50 x 10 area).
       Regardless, I would like to know how many pieces you want to use
       and how many types of different pieces. If it is around 800
       pieces for each side, then I don't really think it is a good
       idea to have a lot of different types of pieces that you have
       only 1, 2 or 4 of each. We don't want over 100 types of pieces
       with different rulesets, that's for sure (who would even
       remember those rules?).
       Also, I'm not really sure if I really understand the last post.
       What is your definition of how big a squad is? I had it as a 5x5
       area you can choose wherever you want, but is your squad related
       to where the infantryman is located instead? I am not at all
       worried about squads being too powerful, but rather the
       opposite. Too weak compared to moving the most powerful pieces.
       I would also prefer if squads was only related to how pieces
       move, not how other pieces captures pieces that are a member of
       a squad and no piece that interacts with enemy squads. Captures
       that cover an area is already some sort of counter since army
       movement encourages your pieces to be close to each other.
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