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I am glad you liek the map. Hope it continues to play well.CryWolf wrote:Hello all,
I've seen many maps be created, and every once in a while one comes out that is simply awesome. I want to thank whoever came out with the arms race map, because it is simply excellent. However, I do have a suggestion that would make the map more realistic and perhaps more fun
If you hold the launch code and the missile for a country, you should only have to control one of the presidents to win. For example, if you hold the premier, the USA launch code, and the Titan II, you should be able to "Launch" the US missile at any USA territory.
Let me know what you think
CryWolf wrote:If you hold the launch code and the missile for a country, you should only have to control one of the presidents to win. For example, if you hold the premier, the USA launch code, and the Titan II, you should be able to "Launch" the US missile at any USA territory.
I have no problem with this. If mibi is OK I can redo teh Image.Ogrecrusher wrote:Firstly I'd like to say I love this map, awesome fun, but I would like to say one thing.
I've noticed the tactic of attacking through the neutral on missile launch WITHOUT holding the missle is actually a very effective strategy. My opponent did this against me and it nearly turned the game, then I did it to him with the armies I had left and pulled it back.
To me this seems against the original idea of the map. I'd like to see the neutral raised to say 50, and the bonus for strike to 100.
This would discourage this "against the spirit of the map" tactic, which I will continue using until it's fixed
WidowMakers wrote:I have no problem with this. If mibi is OK I can redo teh Image.Ogrecrusher wrote:Firstly I'd like to say I love this map, awesome fun, but I would like to say one thing.
I've noticed the tactic of attacking through the neutral on missile launch WITHOUT holding the missle is actually a very effective strategy. My opponent did this against me and it nearly turned the game, then I did it to him with the armies I had left and pulled it back.
To me this seems against the original idea of the map. I'd like to see the neutral raised to say 50, and the bonus for strike to 100.
This would discourage this "against the spirit of the map" tactic, which I will continue using until it's fixed
If we do adjust the settings, do the numbers make sense to everyone?
50 respawn on MISSILE LAUNCH
100 BONUS
Comments
WM
mibi wrote:
I don't see how taking out 15 neutrals beyond you attack your opponent is in any way an advantage. why not put your armies on a spy and not have to waste attacks on neutrals? Or put the 20 armies you would need to get past the neutrals on to your president and launch code to secure a nuke. it doesn't make much sense to me.
strikes through the missile without nuclear capacity are known as conventional missiles strikes, they are pretty lame, if you if let them turn the game you must be doing something wrong.
Ogrecrusher wrote:If you intend for it to be played that way, then fine. I just figured it went against the spirit of the map!
Going through 15 neutrals is the way to win even in flat rate games. Spies are very limited in what they can attack, when you go through the neutrals you can take out the bunkers, the uranium, and everything. It's worth it.
In my experience, no one bothers trying to hold the scientists, sometimes they have launch code and sometimes the president, but rarely both (for obvious reasons!). With all the territories on your side + the missile, you can get a deployment of 10 + 4 autodeploy, assuming you fort the previous turn's autodeploy to the top of the missile, then cash a say 10 set, you can have 25 armies on missile the warhead, it doesn't take many armies to get through the 15, then you can hit all you want. If it was raised to 50 this would not happen in flat rate games (although at some point it might happen in escalating).
It all depends on if you think it 'should' be played.
mibi wrote:Ogrecrusher wrote:If you intend for it to be played that way, then fine. I just figured it went against the spirit of the map!
Going through 15 neutrals is the way to win even in flat rate games. Spies are very limited in what they can attack, when you go through the neutrals you can take out the bunkers, the uranium, and everything. It's worth it.
In my experience, no one bothers trying to hold the scientists, sometimes they have launch code and sometimes the president, but rarely both (for obvious reasons!). With all the territories on your side + the missile, you can get a deployment of 10 + 4 autodeploy, assuming you fort the previous turn's autodeploy to the top of the missile, then cash a say 10 set, you can have 25 armies on missile the warhead, it doesn't take many armies to get through the 15, then you can hit all you want. If it was raised to 50 this would not happen in flat rate games (although at some point it might happen in escalating).
It all depends on if you think it 'should' be played.
I forgot about escalting... but even still there will always be a point where the escalating card total is more than the nuke. I still don't see why going through 15 neutrals is worth it to get the 3 +1 bonuses than can't be got via the spies.
that said, I would have no problem raising the nuke launch to 35 or 40 and the nuke to 75 or 100. hammering away at 50 neutrals might get a little tedious.
Spartica wrote:Game: 2513982
I dont know if this is a bug or not. Sorry, not willing to read previous 25 pages to see if anybody else has had this problem either.
At the begining of the game I took President and found for 2 turns I could not attack from that position. At round 8 I tried to eliminate another colour and would have done so had I not found I am unable to attack out of Launch Code!! This might have cost me the game...
If this is a bug then fair enough. If this is how the game is designed then I am a bit miffed that there is no explanation anywhere on the map for me to know to avoid placing large armies on President and Lauch Code if I intend to attack another territory adjacent to them.
Regards
nick11 wrote:playing a speed on "Arms Race" (game #2741788). we got to the end of the game and we had both wiped each other out with troops remaining only on the top of the missile. when i started the next round i lost and lost heavy. This can't be correct. the game was ended because i started a round? thats really screwed up.
Nick
nick11 wrote:first fix would be to return my points and then second make the top of the missile visible so we can attack each other. in games like this the last one standing would win but as it is now we can't attack the top of the missile.
nick
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