Moderator: Cartographers
ustus wrote:hmmm... so if two players start next to each other, and one goes first with two +1 bonuses (which wouldn't be too improbable) and the other starts with a -1 or two (or, God forbid, 3!) we're talking about the first person getting a minimum of +5 their first turn, and possibly hitting the second, who could be getting only 1 reinforcement, i think this sounds like a disaster. I think at the very least, the minus one needs to start neutral, unless i'm wrong and even on 8 player the map starts everyone with more than 12 terits... in which case we're still looking at a possible difference in starting reinforcements of up to 5 or 6 if someone gets really unlucky. I think that's a big enough difference to at least screw up the game experience, no fun to start that far behind unless the person who starts ahead plays really dumb and you manage to win from that start. Just a thought (sorry i've kinda dissapeared... i spend no time at my computer now that i'm home from college. Glad to see this is still progressing, keep up the good work. And don't bump the sticky thread )
a.sub wrote:gangsters get an auto deploy of 1
alarms get an auto deploy of -1
carts get nada
Hopscotcher wrote:a.sub wrote:gangsters get an auto deploy of 1
alarms get an auto deploy of -1
carts get nada
I personally like the carts at -1. It makes holding the cash harder.
a.sub wrote:Hopscotcher wrote:a.sub wrote:gangsters get an auto deploy of 1
alarms get an auto deploy of -1
carts get nada
I personally like the carts at -1. It makes holding the cash harder.
yeah but maybe an easier win will make people concentrate more on the carts cash and not on each other?
just a thought
anyway, the cops are also a -1 because of a gameplay consideration, they make a penalty for seeking out the objective, which you have to have to win. though, now that the subject's come up, that might cause sitting and waiting for your opponents to take the carts, then killing all their territs except the -1 (which brings me back to an earlier question of mine, what happens if you''ve got only 9 or fewer terits, but more than 3 -1 bonuses? you'd have negative reinforcements, what will the XML do?)
ustus wrote:I don't know if it's possible to fort along a line that can't attack, ask someone who knows something about XML... but that's an interesting concept...
Hopscotcher wrote:anyway, the cops are also a -1 because of a gameplay consideration, they make a penalty for seeking out the objective, which you have to have to win. though, now that the subject's come up, that might cause sitting and waiting for your opponents to take the carts, then killing all their territs except the -1 (which brings me back to an earlier question of mine, what happens if you''ve got only 9 or fewer terits, but more than 3 -1 bonuses? you'd have negative reinforcements, what will the XML do?)
I'm not writing anything other than: I played a game on Prison max and it was the end of the game. The only territory I controlled was gas chamber (-5 without warden)
I was awarded a single troop for my turn. Of course, it was escalating and I had a set and I almost won lol, but that was the base deployment.
Hopscotcher wrote:ustus wrote:I don't know if it's possible to fort along a line that can't attack, ask someone who knows something about XML... but that's an interesting concept...
I'm pretty sure it's possible, but I've never even looked at XML, so....
but I know in Halloween Hallows, you can fort along lines that can't attack each other... Bone to Witch to Cross. So it's probably doable.
OK. off to bed with me before I start rambling too.
<territory>
<name>Wicked The Witch</name>
<borders>
<border>Witch's Castle</border>
<border>Tombstone Terrace</border>
<border>Gizzard Gue</border>
<border>Bat Wings</border>
<border>Mathius Goodbook</border>
<border>Fallow Field</border>
<border>Skull Road</border>
<border>Cauldron Bubble</border>
</borders>
<coordinates>
<smallx>397</smallx>
<smally>84</smally>
<largex>490</largex>
<largey>99</largey>
</coordinates>
</territory>
ustus wrote:That would work, it allows you to hold a stash and still not lose any reinforcements (leave one on the stash, stock a spot you have to use to get to the stash). I also like the thug upgrade, but will that make a player too powerful if they just seek out thugs? and what did you decide about starting positions?
ustus wrote:I was thinking more on the stashes and doors, at least 5 on the doors (they're major obstacles) and at least 2 or 3 on the stashes (they're objectives)
ustus wrote:I was thinking more on the stashes and doors, at least 5 on the doors (they're major obstacles) and at least 2 or 3 on the stashes (they're objectives)
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