Search found 18 matches
- Thu Jan 13, 2022 9:53 pm
- Forum: Suggestions
- Topic: Make start of game fair
- Replies: 3
- Views: 6557
Re: Make start of game fair
Fully agree that this game is missing opportunities to make the first move advantage less OP and luck based. Another angle to solve it that I've thought about would be to set the max deploy to something like 2x(round number). In that scenario the most anyone can deploy on round 1 is 2, then 4 on ...
- Sun Jun 28, 2020 4:04 pm
- Forum: Drafting Room
- Topic: Map Idea: Popular/Famous Clmbing Routes up El Capitan
- Replies: 10
- Views: 26135
Re: Map Idea: Popular/Famous Clmbing Routes up El Capitan
I'm open to feedback as to whether this merits me attempting to learn GIMP and make a draft? There appears to be some good tutorials on map making in the Foundry forums but a lot of the associated photos are now missing from those posts. I'm new to this map making process but am willing to take a ...
- Sun Jun 28, 2020 3:38 pm
- Forum: Drafting Room
- Topic: Map Idea: Popular/Famous Clmbing Routes up El Capitan
- Replies: 10
- Views: 26135
Re: Map Idea: Popular/Famous Clmbing Routes up El Capitan
Consider base camp + 2 auto deploy attacking into the map AND attacking one way into a "supply area". A small chart on the side. Each gets there own. Short term thinkers would attack into the map and long term thinks would build up to take the supply area +3 bonus starting Neutal 8. I never climbed ...
- Sun Jun 28, 2020 3:23 pm
- Forum: Drafting Room
- Topic: Map Idea: Popular/Famous Clmbing Routes up El Capitan
- Replies: 10
- Views: 26135
Re: Map Idea: Popular/Famous Clmbing Routes up El Capitan
I'm thinking victory condition. First one to hold any complete route. Routes might overlap in areas creating conflict.
Yeah, i like the idea of holding one complete route and winning by "summiting" El Cap as well. In my OP I suggested having only this victory condition as an option for one ...
Yeah, i like the idea of holding one complete route and winning by "summiting" El Cap as well. In my OP I suggested having only this victory condition as an option for one ...
- Sun Jun 28, 2020 3:14 pm
- Forum: Drafting Room
- Topic: Map Idea: Popular/Famous Clmbing Routes up El Capitan
- Replies: 10
- Views: 26135
Re: Map Idea: Popular/Famous Clmbing Routes up El Capitan
Finally a bonus structure based on holding X number of consecutive territories along long parallel regions would be a fun variation of the Rail map format while still being really easy to figure out and accessible on the first play.
Probably more a spinoff of the route 66 one the way you describe ...
Probably more a spinoff of the route 66 one the way you describe ...
- Sun Jun 28, 2020 2:13 pm
- Forum: Drafting Room
- Topic: Map Idea: Popular/Famous Clmbing Routes up El Capitan
- Replies: 10
- Views: 26135
Re: Map Idea: Popular/Famous Clmbing Routes up El Capitan
Spawn base camps seems like an obvious choice given the theme, but personally I'm not sure I like it because it leads to samey repetitive games (having said that I love me some Feudal Epic) so in my head at least I was picturing this as a normal random spawn type of situation.
Basecamp spawns could ...
Basecamp spawns could ...
- Sun Jun 28, 2020 1:21 pm
- Forum: Drafting Room
- Topic: Map Idea: Popular/Famous Clmbing Routes up El Capitan
- Replies: 10
- Views: 26135
Map Idea: Popular/Famous Clmbing Routes up El Capitan
El Capitan
Mapmaker(s): Mikoyabuse11
Description:
A map idea that I had recently is to create an entirely vertical map based on the popular/major climbing routes up one of the most famous climbing walls in the world. See the linked image below as the initial inspiration. Each climbing route ...
Mapmaker(s): Mikoyabuse11
Description:
A map idea that I had recently is to create an entirely vertical map based on the popular/major climbing routes up one of the most famous climbing walls in the world. See the linked image below as the initial inspiration. Each climbing route ...
- Thu Jun 25, 2020 10:31 pm
- Forum: Suggestions
- Topic: "Foe" option to differentiate between 1v1 play and multiway
- Replies: 2
- Views: 2744
"Foe" option to differentiate between 1v1 play and multiway
"Foe" option to differentiate between 1v1 play and multiway play
Concise description:
The only times I need to "Foe" a player is because of toxic play specifically in free-for-alls and multi team games. I would like the option to "foe" a player only within the context of multiway games and ...
Concise description:
The only times I need to "Foe" a player is because of toxic play specifically in free-for-alls and multi team games. I would like the option to "foe" a player only within the context of multiway games and ...
- Thu Jun 25, 2020 10:11 pm
- Forum: Suggestions
- Topic: Anonymous Play as a game set up option for individual games
- Replies: 14
- Views: 9012
Anonymous Play as a game set up option for individual games
Anonymous Play as a set up option for individual games
Concise description:
A tick box option in the game set up which would hide the player's usernames in that game until the game completes and the usernames are revealed.
Specifics/Details:
When setting up a new game there would be a tick ...
Concise description:
A tick box option in the game set up which would hide the player's usernames in that game until the game completes and the usernames are revealed.
Specifics/Details:
When setting up a new game there would be a tick ...
- Sun Jun 07, 2020 10:12 pm
- Forum: Suggestions
- Topic: Game chat notification icon on chat tab
- Replies: 2
- Views: 2748
Game chat notification icon on chat tab
Specifics/Details:
When a player opens a game, the dashboard tab "chat" could have a small icon that indicates that new, game chat (other than snap shots) has been posted if it has not yet been seen. Deals, alliances, border agreements etc are a big part of the game, yet it's constantly hampered ...
When a player opens a game, the dashboard tab "chat" could have a small icon that indicates that new, game chat (other than snap shots) has been posted if it has not yet been seen. Deals, alliances, border agreements etc are a big part of the game, yet it's constantly hampered ...
- Sun Jun 07, 2020 10:04 pm
- Forum: Suggestions
- Topic: Implement auto snapshot at game start, especially for fog ga
- Replies: 2
- Views: 3196
Implement auto snapshot at game start, especially for fog ga
Concise description:
The game should auto snapshot at the game start for all teams, same as how it automatically takes a snap at the end of a player's turn.
Specifics/Details:
The community has generally settled on an agreed upon etiquette of waiting 12 hours for the opponent to take a ...
The game should auto snapshot at the game start for all teams, same as how it automatically takes a snap at the end of a player's turn.
Specifics/Details:
The community has generally settled on an agreed upon etiquette of waiting 12 hours for the opponent to take a ...
- Mon Oct 08, 2018 10:32 am
- Forum: Suggestions
- Topic: Incrementaly increasing the max bulk teritory count bonus
- Replies: 10
- Views: 6197
Re: Incrementaly increasing the max bulk teritory count bonu
Then you end up with a problem with very large maps, like Hive, where your starting territory count gives you well above 3 troops to start. Could this work in that situation? Maybe. It would be a very different play style for the opening rounds, which probably means you won't get a lot of support ...
- Sun Oct 07, 2018 9:02 am
- Forum: Suggestions
- Topic: Incrementaly increasing the max bulk teritory count bonus
- Replies: 10
- Views: 6197
Re: Incrementaly increasing the max bulk teritory count bonu
The rest of what I described in the OP would still apply, I'm only talking about putting a limit on the bonus from total territory count for the first turn. Maps with special bonus systems would be unaffected.Jdsizzleslice wrote: What about maps where every player starts with a bonus, like on Salem's Switch?
- Fri Oct 05, 2018 12:57 pm
- Forum: Suggestions
- Topic: Incrementaly increasing the max bulk teritory count bonus
- Replies: 10
- Views: 6197
Re: Incrementaly increasing the max bulk teritory count bonu
So how about this? First turn bonus for total territory count is 3, regardless of total starting territories. Everything after first turn is completely normal. Super simple, still plays like normal risk, doesn't reduce the first move advantage nearly as much, but would still be effective at reducing ...
- Fri Oct 05, 2018 12:27 pm
- Forum: Suggestions
- Topic: Incrementaly increasing the max bulk teritory count bonus
- Replies: 10
- Views: 6197
Re: Incrementaly increasing the max bulk teritory count bonu
The game is played a certain way. Having the game change to an indefinite amount of turns is a major change that nobody will want. Any turn to eliminate player one bonus should be done on turn one only.
Having it as an option is not feasible. It has to be a global rule change. Everytime you ...
Having it as an option is not feasible. It has to be a global rule change. Everytime you ...
- Thu Oct 04, 2018 10:10 pm
- Forum: Suggestions
- Topic: Incrementaly increasing the max bulk teritory count bonus
- Replies: 10
- Views: 6197
Re: Incrementaly increasing the max bulk teritory count bonu
This doesn't give the advantage to player 2, it spreads player 1's advantage across more turns to allow for the game to develop. I don't understand why it can't extend past 1 turn? I can't think of a reason for that to be an issue, could you explain that one? And yeah I do think this would be ...
- Thu Oct 04, 2018 9:28 pm
- Forum: Suggestions
- Topic: Incrementaly increasing the max bulk teritory count bonus
- Replies: 10
- Views: 6197
Incrementaly increasing the max bulk teritory count bonus
Incrementaly increasing the max bulk territory count bonus from 1 to reduce the significant first move advantage
My idea is to have a game option which would limit the bulk territory count bonus at the beginning of a game to cut down on the huge advantage granted by having the first move in the ...
My idea is to have a game option which would limit the bulk territory count bonus at the beginning of a game to cut down on the huge advantage granted by having the first move in the ...
- Fri Aug 04, 2017 10:16 pm
- Forum: The Atlas
- Topic: BeNeLux [Quenched]
- Replies: 513
- Views: 542837
Re: BeNeLux [Quenched]
Any thoughts on setting the three capitols to start as neuts? I just started a 2v2 game and the other team by chance started with all three autodeploy +1 territories. If those territories could begin as neutrals it could keep the initial spawns more fair, for pretty much any game type probably.