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- SVG for map drawing
- Polyfill for Android clients below 3.0 that do not support SVG (most currently)
- Pan and zoom
- Needs an easy way to find territories by name or to link them in the chat window.
- JSON for defining:
Real-Time Collaboration Server
- Used for:
- see other player's moves as they are queued
- players can ping territories when discussing.
- Uses WebSockets
- Does not directly affect gameplay. Final orders are submitted to API.
- It is optional - AI and Smartphone clients can get by with just the API.
- Does not communicate directly with the database. Everything runs through the API.
- Stores a map repository sorted by popularity with the option for any member to upload.
- Will interface with the game via the API
- Will be treated the same as a normal player form the API - no additional info.
- Third parties can create and run their own AIs.
- Only the API communicates directly with it.
- Stores a history of all games, moves and outcomes. (this will help with future AI development)
- Multi-player, with teams
- Turn-based play
- Player reputation system to help flag cheaters.
- Paratrooper card - Allows you to drop troops behind enemy lines.
- When a player surrenders, they will to switch to an AI if specified in the game settings.
- Have option to specify different offense/defense success rate per team to handicap uneven teams.
- On an all AI team, the AIs will offer a surrender when it's clear a loss is inevitable.
- In team games players can mark territories to indicate intent such as:
- Claiming a territory they wish to take
- Marking a territory they don't plan on taking.
- These indicators have no direct impact on the game, but the AI should take them into consideration.
At least, these will be missing from the first alpha version...
- AI players
- Collaboration server - including chat functionality