Hopscotcher wrote:Aren't these Graphics issues anyway? Not Gameplay? Just sayin.
Clarity of information can be seen as a subset of gameplay, or at least important to gameplay development.
So nyah.
Moderator: Cartographers
Hopscotcher wrote:Aren't these Graphics issues anyway? Not Gameplay? Just sayin.
That's essentially what it's like right now, where pirates don't need to go through an antenna to assault Fanatics like regular stations do, with the drawback that they occupy more central and thus less easily-defensible positions. Do you think that's balanced?
yeti_c wrote:It's like most maps - adjacent territories can attack adjacent territories!?
C.
natty_dread wrote:yeti_c wrote:It's like most maps - adjacent territories can attack adjacent territories!?
C.
I get that, but the territories are also surrounded by roads and many maps have roads as impassables... I'm just trying to consider every possibility here, it could be that someone would be confused about it...
Sorry if this has already been discussed, I have not read the entire thread, but I think there might be a disadvantage to the player who starts in Quickbuy.
carlpgoodrich wrote:Natty, you are right of course. I should have been more careful before posting. However, I believe the imbalance in play still exists. The player starting on BLAH can capture two sponsors by taking just 3 territories, while every other player will have to take at least four. Maybe you disagree, but I believe this to be a considerable advantage.
natty_dread wrote:Anyway, as for changes... The pirates vs. regular stations could still be a tiny bit imbalanced... so perhaps you could fix this by having regular stations start with 1-2 more troops.
natty_dread wrote:Well.. the first thing that glares out to me is that when you look at stations vs. pirates, there are places where there's only 3 troops on 2 territories between a station and a pirate. So, both start with 3, station gets +2 autodeploy and +3 deploy, on top of that 3 troops... That's 8 troops, so then if the station player starts first, he'll have 8 troops, 3 in between and 3 on the pirate station. There's a distinct possibility of 1st round eliminations there.
I think you'll need to increase the neutral count around pirates.
Hopscotcher wrote:natty_dread wrote:Well.. the first thing that glares out to me is that when you look at stations vs. pirates, there are places where there's only 3 troops on 2 territories between a station and a pirate. So, both start with 3, station gets +2 autodeploy and +3 deploy, on top of that 3 troops... That's 8 troops, so then if the station player starts first, he'll have 8 troops, 3 in between and 3 on the pirate station. There's a distinct possibility of 1st round eliminations there.
I think you'll need to increase the neutral count around pirates.
Also Antenna's right? Because you can take over stations in much the same manner.
To avoid easy early kills, you need to install a mechanism to buffer between the radio stations.
Perhaps only Sponsors can attack Stations???? Pirate or otherwise?
MrBenn wrote:If the standard terr bonus is scrapped, then the stack to start will drop to 6 (3 from the drop. +2 auto, +1 terr bonus); this reduces the chance of a first turn kill
You could change all the neutral 1s to neutral 2s... You may need to up a couple of houses in some places to 3 too.
carlpgoodrich wrote:MrBenn wrote:If the standard terr bonus is scrapped, then the stack to start will drop to 6 (3 from the drop. +2 auto, +1 terr bonus); this reduces the chance of a first turn kill
You could change all the neutral 1s to neutral 2s... You may need to up a couple of houses in some places to 3 too.
I vote for doing both: scrapping standard terr bonus and increasing all the surrounding neutral 1s to neutral 2. Since it's a small map and there are +2auto's, I would be worried about too many armies in too small a space too early in the game.
Also, for a out of nowhere idea: What about increasing the number of fanatics from 2 to 6, but making them station specific (after all, most people don't listen to EVERYTHING ) In other words, each station would have one fanatic that it would be able to one way attack, but which no other normal station could attack. Then, the pirate stations, being the pirates that they are, could one way attack all the fanatics (or maybe each pirate could attack three of them). This would increase the value of pirates and make people more likely to use the fanatics. Thoughts?
-Carlpgoodrich
Evil DIMwit wrote:carlpgoodrich wrote:Also, for a out of nowhere idea: What about increasing the number of fanatics from 2 to 6, but making them station specific (after all, most people don't listen to EVERYTHING ) In other words, each station would have one fanatic that it would be able to one way attack, but which no other normal station could attack. Then, the pirate stations, being the pirates that they are, could one way attack all the fanatics (or maybe each pirate could attack three of them). This would increase the value of pirates and make people more likely to use the fanatics. Thoughts?
-Carlpgoodrich
Perhaps if this was a bigger map, but having six fanatics essentially guarantees that there will be a fanatic next to a pirate, which would make the pirate far too vulnerable.
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