Yes the start and finish start neutral. I just forgot to say that.InkL0sed wrote:I think there will be neutrals on it to begin with, right?
Moderator: Cartographers
Yes the start and finish start neutral. I just forgot to say that.InkL0sed wrote:I think there will be neutrals on it to begin with, right?
natty_dread wrote:I was wrong
gimil wrote:Im really conserned with the colors with 88 numbers on them. There making my eye not want to adjust. There jsut trying around at all the bright bold colors.
Can I see with 3 coordinates instead of the 88's please?
natty_dread wrote:I was wrong
oaktown wrote:The one thing I would still like to see changed is that "J" that looks like the "I" in the column indicators. And what's the latest thinking on the neutral values? I see the mock-up map has them at two, but I thought everybody agreed that while this would be a fine start you want them to re-set considerably higher.
Otherwise I'm ready to stamp this for gameplay, so you all can keep fussing over color choice until gimil gives this map his stamp.
oaktown wrote:Has it been determined that, in fact, you can start with one neutral and then they reset to a different value?
WidowMakers wrote:1) I will adjust the J to look more J-like
2) Also I will post the map with 3's instead of 888's gimil.
WM
cicero wrote:Great work WM. I envy you your dexterity with graphics.
A couple of thoughts:
I assume the image posted is the 'small' map. I saw the previous version with 888s.
It's going to be pretty tight for those of us using colour codes as soon as armies go over 9 and impractical over 99.
Just thinking aloud, not necessarily asking that you do something about it. I will use the 'large' map to overcome this if necessary.
A new bonus type to consider : If any player makes a complete route from Start to Finish this could attract an extra bonus.
Again not a make or break, but given that we're awaiting the XML update before this map can go live anyway thought I'd suggest it. Such a bonus would be nicely in keeping with the theme of the map. (And would ensure yeti_c earned his keep as XML coder)
WidowMakers wrote:b) There are many different combinations of routes to and from the Start/Finish. Some are short and some long. Making sure we have all of them and then coding it would be crazy. Coding each combo would be yeti's job but I think he will have plenty to do anyway.
WidowMakers wrote:Here are the 888's
DiM wrote:one more thing.
maze craze + clickable maps + speed games = free points
if you use the classic way of attacking moving and forting my bet is you will be a LOT slower than a guy with clickable maps because of the large number of terits and the lack of easy to see names (it's one thing to see siam or venezuela in front of your eyes and another to have to move your fingers vertically and horizontally until they meet to spot a location)
yeti_c wrote:DiM wrote:one more thing.
maze craze + clickable maps + speed games = free points
if you use the classic way of attacking moving and forting my bet is you will be a LOT slower than a guy with clickable maps because of the large number of terits and the lack of easy to see names (it's one thing to see siam or venezuela in front of your eyes and another to have to move your fingers vertically and horizontally until they meet to spot a location)
This isn't a concern if you ask me.
C.
Cicero wrote:Could "Borders reset to 8 neutral armies if conquered" be better worded?
Perhaps "Walls revert to 8 neutral armies if conquered".
Or perhaps, given the proximity of the key graphic; "revert to 8 neutral armies if conquered".
The key graphic definitely needs a distinct army circle. At the moment it just looks like a grey square.
With this done and the graphic moved nicely close to the "revert to 8 neutral armies if conquered" text I think this shorter variation would be best.
DiM wrote:haven't followed this map too close.foundry time is extremely limited but i have to give my 2 cents.
graphics
1. in the legend you say terits can attack in any direction but actually they can attack only NSEW not diagonal. i suggest removing the "any direction" part.
2. triple digits are almost impossible to read, at least for me. especially on the parts where they meet the white dotted lines (which also become hard to see). i would suggest a combination of extending the map to 630 horizontal (even if this means having rectangles instead of squares) as well as reducing the number of terits (i think 3 columns worth would be enough). with triple 8s is ok since you expect all to be 8 but in a real game situation where you may encounter all kinds of numbers and where the adjacent terits will have the same army colour will be really tough to spot. imagine L4<>S4 having green armies and all of them being weird triple digits like 437, 984 and so on.
gameplay
1. has anybody calculated an average bonus for somebody that starts an 1v1 game?
there are 262 starting terits. this means 87 per player so 14 terits from the #of terits bonus. then the chances of getting some subgroups are pretty decent so my bet is that the guy that starts in a 1v1 might get in excess of 30 troops to deploy. with 30 troops and going first you can make sure the other guy has no bonus when he starts and you can also take at least 10-12 terits of his. thus leaving him with an initial deploy of 12. from 12 to 30 we already have a big difference and if by chance the game has unlimited fortifications then god have mercy on the player that goes second cause by round 2 player 1 will have some big ass armies waiting to wreak havoc.
2. the respawning neutral borders are a great idea but i'm afraid they don't do anything here. not in the current state. why? because they don't act as borders. in fact the map is wide open and a map with no borders means chaos and emphasise lucky rolls rather than strategy. the bonuses are so big that regardless if it is a 2 or an 8 that border will mean nothing and you'll go through it like hot knife through butter. so nobody can rely on them for protection. this means either you split your troops evenly to protect every territory you have or you forget about bonuses and protection and simply make a huge pile and start chasing opponents all over the map. option 1 leads to stalemates where lucky dice bring the win, option 2 leads to chaotic chases with no strategy and just luck.
Cicero wrote:Regarding dotted lines between subgroups I think those where the end of a subgroup is also the end of a colour are unnecessary ... Would you agree? Removing these would help with clarity generally.
Also, and apologies if I've missed the critical part of the thread, I notice that the respawn level has pretty much settled at 8.
I still feel that 4 or 5 would be plenty. I appreciate that is not a convincing argument itself, but I'm curious to know what the convincing argument is behind 8
yeti_c wrote:With regards to bonuses per territory...
Classic has 43 territories (I think)... so 43/3 = 14.3
So with 262 territories... to reach a similar level you would have... 1 army per 18 territories...
262/14.3 = 18.2
So with 87 territories to start - you would get 4 to start with... (Which is the same amount of armies you get to start with on Classic. (42/3/3 = 4.66666666 = 4))
C.
DiM wrote:one more thing.
maze craze + clickable maps + speed games = free points
if you use the classic way of attacking moving and forting my bet is you will be a LOT slower than a guy with clickable maps because of the large number of terits and the lack of easy to see names (it's one thing to see siam or venezuela in front of your eyes and another to have to move your fingers vertically and horizontally until they meet to spot a location)
WidowMakers wrote:2) I understand where you are coming from see your point. But the triple digits are there to make sure the color assisted text is still visible on any map. With the 888's touching but not overlapping, any 2 digit number with color code will still be readable.
If I widen the map to 630 I would gain 34 pixels in width. I have 23 columns. SO each column would be able to widen by 1 pixel and then the army numbers would not center. But as you suggested I could remove some of the columns but…
I wanted to make a map that had as many territories as possible within the current rules. With the triple digit requirement, this is about the biggest it can be. In regards to your statement on what happens when two adjacent territories have 437 and 984 of the same color I say this. If there is ever a game where adjacent territories have the same color and there are more that 99 armies in each, the game is obviously a build-up game (why would a player have neighbouring territories with over 100 armies each on this map during a regular game?) and these conditions cannot be accounted for in the map creation process. Just look at some of the early games that are still going. It is impossible to read some of the numbers. Should the maps be redone to fix the issue? No.
So I guess what I am saying is that the 888's do not overlap, there is not enough room to widen the columns (making the map 630 wide) without messing up the army numbers and I am not removing any columns because I am trying to make a HUGE map for those who like HUGE maps.
WidowMakers wrote:2) That is the point! Maze Craze!!! At the beginning the map is free for all. People attacking everywhere to get bonuses and build strongholds. But as the game progresses, the map takes shape. Players will need to decide if it is better to attack along the colored route or blast through walls of 8 neutrals to break a bonus (and thus losing many armies attacking and during respawn)
The bonuses are big but think about it. If there were no subgroup bonuses, no one would ever get a bonus. And since there are subgroup bonuses and the lowest is 1 and the highest is 4, they are not two strong. Once a player holds all of one color, that bonus should be larger than the total of the subgroup bonuses and be based off of neutral border numbers, other color borders and location on the map.
Once we address the standard bonuses per territories owned below, I think the issues you have might be gone.
Think about it. Even if you get a bonus of 40 (a couple colored groups and standard bonus), how many 8 neutral walls will you really be able to get through? People might be able to break your overall color bonus but probably not all of the sub bionuses as well.
WidowMakers wrote:Plus DiM. This is a new style of gameplay. There has never been a 454 territory neutral respawning pseudo open/maze map ever.
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