Moderator: Cartographers
swimmerdude99 wrote:I am a fan of the map concept, in fact would be one of my favorites. however the 5 troop thing is about to make me quit playing the map, it makes the game all dice in team games. it needs to be something like you always get 3 troops, but you get a bonus of 1 troop for every 5 territs? or soemthing like that?.... the automatic 5 is insane though
danfrank wrote:=D> congrats on the beta ... Suggestion forting can be done adjacently as well as in the knights directions .. is that correct ? i feel forting should be done in the same manner knight moves only
chapcrap wrote:The reinforcements and attacking are fine, IMO.
If you make the bonuses for 3 plus a bonus for every 7 terts, then in 1v1, people would still get 5 for the deploy unless they took 5 more terts, which could happen, or if they lose 3. I think that would effect the 1v1 play very much, but would allow larger games to be more viable.
With a deploy of 5 on the first turn, if someone actually was able to take 5 terts to increase the deploy to 6, the opponent should be able to take 1 because you only need to hit one neutral before being able to hit the opponent.
And it would speed up 1v1 games as well. Instead of taking forever to finish up once someone is clearly ahead and going to win, it will be able to move faster.
chapcrap wrote:Well, you could put a cap on it or change the system as the tert count grows. Think about the settings on ConquerMan. Something like that.
theButterfly wrote:Sorry if this has been mentioned before, but did you realize you spelled "receive" incorrectly on the map?
chapcrap wrote:If you don't want to change it just say no. You're argument doesn't really hold water.
You can not easily take 16 terts on your first turn. winning 11 3v1 is not good odds. And that's on top of not losing any 4v1 either. Even if someone did that, what they would deploy would be easily broken and the bonuses taken by the second player.
My suggestion for would be everyone gets 3 every time and then 1 for every 7 terts with a max of 6 for the deploy. This isn't to aid the 1v1 games. They will essentially be the same. This move is to try to alter team games to be more playable.
thehippo8 wrote:Wow ... I wish us mortals could have access to the data you see! META!!
deantursx wrote:I think a pretty cool change would be changing the yellow squares in the middle to +1 autodeploys instead of the bonus
koontz1973 wrote:jammyjames wrote:Quick question - why is movement only limited to 2 forwards 1 side. In chess you can go 1 forward 2 side with a knight also?
Just curious - Does it make the XML far too awkward to do?
Cheers
You are right, you can do that, and you can do that in this one as well. Think about it.
As for the queary over the 5 troops per round, if any ideas on raising or lowering them, I am all ears but would like to wait for a couple of weeks and see what the results of games are. Most seem to be going near round 20 so it seems to be a long game map.
koontz1973 wrote:deantursx wrote:I think a pretty cool change would be changing the yellow squares in the middle to +1 autodeploys instead of the bonus
Nice idea but I am going to reject it for 2 reasons.
1. Having the different type of bonuses is going to cause confusion with new players and also complicate a map that is proving to be more complicated than some would think at first glance. This comes with primarily with the different type of attack routes.
2. Once held, it would be very hard to break so games will end up with lots of attacking around 4 squares that will become blocks of troops. Only broken at the end of games when spoils become big enough to do so.
danfrank wrote: if you adjust it to 1 per 3 then starting with 5 is cool.
danfrank wrote: I just thought of this , but possibly making the opponents king square
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