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[Abandoned] - CUBA

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Re: 1.30.11 CUBA... Conquer style... how about the bonuses?

Postby Industrial Helix on Mon Jan 31, 2011 4:08 pm

MrBenn wrote:I know it's only a rough draft, but you should begin to worry when the legend is twice the size of the playable map area :?


Yeah, tacktix mentioned that to me as well and I've been thinking of better ways to use the ocean space and open up the land as well as ditching the giant legend. I've got an idea of what to do that will eliminate the commanders legend bit. You'll see it when it comes to the graphics workshop.
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Re: 1.30.11 CUBA... Conquer style... how about the bonuses?

Postby MarshalNey on Tue Feb 01, 2011 2:13 pm

MrBenn wrote:I know it's only a rough draft, but you should begin to worry when the legend is twice the size of the playable map area :?


Industrial Helix wrote:Yeah, tacktix mentioned that to me as well and I've been thinking of better ways to use the ocean space and open up the land as well as ditching the giant legend. I've got an idea of what to do that will eliminate the commanders legend bit. You'll see it when it comes to the graphics workshop.


It is a bit deceptive, but the Commanders are what makes the legend look so big, and they are actually playable areas of the map.
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Re: 1.30.11 CUBA... Conquer style... how about the bonuses?

Postby Industrial Helix on Tue Feb 01, 2011 2:28 pm

Ok, I had a talk with theBastard about the bonuses... this should be simpler and more fair, yet still in keeping with the war.

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Re: 2.1.11 CUBA... Conquer style... how about the bonuses?

Postby Industrial Helix on Tue Feb 01, 2011 6:04 pm

Another chat with theBastard...

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Re: 2.1.11 CUBA... Conquer style... how about the bonuses?

Postby Victor Sullivan on Tue Feb 01, 2011 6:17 pm

Crap, crap, crap... I meant keep the auto-deploy, too... Gah! Anyways... Like I said before you had it right... Not so sure the new system works well. Sorry to send you in circles...
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Re: 2.1.11 CUBA... Conquer style... how about the bonuses?

Postby Industrial Helix on Sat Feb 05, 2011 2:08 pm

Soo... any thoughts on the new arrangement?
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Re: 2.1.11 CUBA... Conquer style... how about the bonuses?

Postby theBastard on Sun Feb 06, 2011 3:36 am

Helix, must/do you want to Rep. Comm. assault only cities from start?

what about this set up:
cities +1 autodeploy
+1 for each with Rep. Commander
+1 for 2 regions with M 26 7 Commander

starting positions:
Batista assault La Habana
Cantillo assault Villa Clara
Lee assault Santiago de Cuba
Lumpuy assault Nort Camaguey

F.Castro assault Pinar del Rio
R.Castro assault Oriente
Che assault Camaguey de Cuba
Cienfudeos assault Escambay

this gives the same chance for Rep. and M 26 7 Comms. each assault region with city.
and here become what you want have - for Rep. importance of cities, for M 26 7 importance of regions. if Commander after conquering "its" region he can choose what next:
Rep. for city, M 26 7 for regions...
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Re: 2.1.11 CUBA... Conquer style... how about the bonuses?

Postby Teflon Kris on Sun Feb 06, 2011 6:34 pm

I can see the system on the previous page working - if the neutral values make grabbing the third countryside region easy.

Plus, you could arrange the start positions for 2 to 4-player games (4 sets of each commander)? I'm assuming commanders are start positions still? I need to read the discussion since the last version though.

:D
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Re: 2.1.11 CUBA... Conquer style... how about the bonuses?

Postby Industrial Helix on Mon Feb 07, 2011 9:05 pm

Hmm, bastard... I think I like your idea.

I'll work it into a draft.
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Re: 2.1.11 CUBA... Conquer style... how about the bonuses?

Postby Industrial Helix on Sat Feb 12, 2011 1:17 pm

it took me forever but...

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Re: 2.1.11 CUBA... new arrangment

Postby natty dread on Sat Feb 12, 2011 1:22 pm

I'm still a bit concerned of the closedness of this map.
How about adding another sea route on the other side of the island? Maybe between 2 cities?
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Re: 2.1.11 CUBA... new arrangment

Postby theBastard on Sat Feb 12, 2011 5:50 pm

natty_dread wrote:I'm still a bit concerned of the closedness of this map.
How about adding another sea route on the other side of the island? Maybe between 2 cities?


agree. any cities could be connected...

and bonus for cities - not +1 for two with Rep. Commander, but +1 for each with Rep. Commander.
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Re: 2.1.11 CUBA... new arrangment

Postby Industrial Helix on Sat Feb 12, 2011 10:26 pm

How about Las Tunas to Matanzas?
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Re: 2.1.11 CUBA... new arrangment

Postby natty dread on Sun Feb 13, 2011 12:32 am

That could work, I was also thinking about Santa clara to Holguin.
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Re: 2.1.11 CUBA... new arrangment

Postby Industrial Helix on Mon Feb 14, 2011 10:53 pm

Well, I'm thinking a city to city connection might make a little bonus area that is too easy to get. I mean, the cities auto 1 and they also yield a bonus with Rep commanders.
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Re: 2.1.11 CUBA... new arrangment

Postby theBastard on Tue Feb 15, 2011 2:17 am

as you said - Matanzas to Las Tunas sounds fine. and connect cities is not good.
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Re: 2.1.11 CUBA... new arrangment

Postby Industrial Helix on Tue Feb 15, 2011 2:45 pm

One way, perhaps headed east to west in opposition to the other sea connection? Or make them both two ways?
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Re: 2.1.11 CUBA... new arrangment

Postby isaiah40 on Tue Feb 15, 2011 2:49 pm

I think one-way going in the opposite direction would be good. In this you would haven't player able to get to the other end of the island with ease. That's how i see it anyways, and I'm sticking to it! :)
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Re: 2.1.11 CUBA... new arrangment

Postby Teflon Kris on Wed Feb 16, 2011 3:01 am

I agree, one-way is cool - there will be enough movement then.

:)
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Re: 2.1.11 CUBA... new arrangment

Postby Industrial Helix on Sat Mar 05, 2011 10:43 pm

Forgot I was being waited on...

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Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
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Re: 3/5/11 CUBA... few more edits...

Postby theBastard on Sun Mar 06, 2011 1:40 am

this could works. the regions with M 26 7 commanders attack could have 1 army, not 2.
I still think that +1 for two cities with Rep. comm. and +1 for two regions with M 26 7 comm. are not fine. the Rep. comm. will have only 4 bonuses, the M 26 7 comm. will have 9 bonuses.
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Re: 3/5/11 CUBA... few more edits...

Postby Riskismy on Sun Mar 06, 2011 3:37 am

I agree with theBastard.
In order for the Rep. Commanders to have their bonus, they need to attack the 'home territory' of another player, whereas the rebel commanders only need to spread out over neutral territory right next to them. The players with rebel commanders have an easier time getting bonuses as well as having a far greater potential for growing the bonus, like theBastard points out.

Doesn't seem fair at all.
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Re: 3/5/11 CUBA... few more edits...

Postby Industrial Helix on Tue Mar 08, 2011 5:04 pm

What sort of bonus for the m-26-7 commanders do you recommend? +2 for each city?
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Re: 3/5/11 CUBA... few more edits...

Postby natty dread on Tue Mar 08, 2011 5:25 pm

Ok... the cities give an autodeploy to either side. But the territories only give a bonus to one side, and I think this is the biggest imbalance here.

Here's what I suggest:
- cities give +1 autodeploy
- cities give +1/each bonus if you hold m-26 commander
- territories give +1 for each 2
- territories give an additional +1 for each 2 if you hold a rep de cuba commander

This way, territories give 2 for 2 for rdc side, and cities give 2 for 1 for m-26 side. And either can get half of the other's bonus. Cities would give more because there's fewer of them and territories are easier to take.
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Re: 3/5/11 CUBA... few more edits...

Postby Riskismy on Tue Mar 08, 2011 5:32 pm

I think the way it is currently is pretty cool, as the commanders have different objectives. I would do a more simple change, like requiring 3 territories for the M-26 commanders to get their +1 bonus (in stead of the current 2 territories). I think that should do it.
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