Moderator: Cartographers
plurple wrote:I don't think making them drop neutral will make a huge difference.
I think we should probably:
1. Remove the connection between yard A and yard D
2. Remove the connection between yard C and yard B
3. Up the neutral start on the castle.
Which would effectively split the bonus into 3 sections C, D and BA though C and BA connect through the castle.
With those changes I think it would be more balanced and less of an issue if a player drops in the yards
SoN!c wrote:plurple wrote:I don't think making them drop neutral will make a huge difference.
I think we should probably:
1. Remove the connection between yard A and yard D
2. Remove the connection between yard C and yard B
3. Up the neutral start on the castle.
Which would effectively split the bonus into 3 sections C, D and BA though C and BA connect through the castle.
With those changes I think it would be more balanced and less of an issue if a player drops in the yards
I agree, in my game Game 22895369 one entrance was neutral and the other entrance was held by the opponent. He just needs to defend one entrance. Game is pretty much lost. So the unbalance is the fort and the connections / yard bonus.
The yard itself is a +4 bonus that you can take without having to go through the street. So from the fort you can grab the yard and game over.
A autodeploy of +2 on the fort would be more balanced? (and yes remove the connection between yard A and yard D + between yard C and yard B).
Perhaps the 2 yards that hold an entrance to the fort should be neut aswell?
Then the batteries are too hard to take (2 neuts on wall street and 3 neuts on a battery = 5 neuts and you have to leave a troop on wall street before you can start bombing).
So 2 neuts on the batteries and the batteries can bombarb the fort but the fort cannot bombard back? (no autodeploy on batteries, just the bomb function)
Fort could bombard the harbor and the harbor autodeploy +1 (or +2) because it does not seem to have a function right now?
But still GREAT AWESOME map
Minister X wrote:I just checked and 300 games have been completed. Just via eyeballing, it seems the average game length is about 10 turns, half longer, half shorter. One game went 61 turns but that was a real oddity. Few went more than 20. Many were 7 or less.
Are y'all happy with that? Fixing the Fort and Yards should result in longer games. Using "game finder" to look at finished games on ALL maps, I see that many exceed 20, 30, even 40 turns. I have no idea what might be optimal and so merely bring these stats to your collective attention.
I find it odd that though 300 games have been finished, few players comment here or offer suggestions. It would be useful if they did.
Shannon Apple wrote:Those changes you wanted plurple, I'll get them done probably next week. I am just swamped atm. After 23rd Jan, I should have some breathing room.
Minister X wrote:
Holding The Harbor and 2 B'Way B would mean having a chokehold on incoming shipments of food and ammo and whatnot. A small note to that effect and a nice bonus for holding both??
.
Tin Trumpet wrote:just set up a game, and we dropped a bonus. i think i remembered reading you were trying to avoid that. just giving feedback as requested....
Shannon Apple wrote:Here are the changes Plurple asked for.
plurple wrote:Tin Trumpet wrote:just set up a game, and we dropped a bonus. i think i remembered reading you were trying to avoid that. just giving feedback as requested....
Thanks for letting us know I assume it was 1 of the 3 region bonuses? I will have a look and may make a few regions neutral in the smaller bonuses depending on the number of regions in my xml change over the weekend
plurple wrote:ok so after a short delay I have made the xml changes and put them on beta. I have a few games up if anyone is able to go over there and join to test.
The changes:
- Have reduced the batteries to 1 neutrals from 3 each.
- Have upped the Fort to 8 neutrals from 5.
- Have removed the connection between yard A and yard D.
- Have removed the connection between yard B and yard C.
- Have made Four B'way A, Five King St B and One Whitehall C start as Neutral 3 to reduce the starting with a bonus to a minimum. Which also makes the number of region that are handed out 44 which is a better number as is a golden number
Votanic wrote:plurple wrote:ok so after a short delay I have made the xml changes and put them on beta. I have a few games up if anyone is able to go over there and join to test.
The changes:
- Have reduced the batteries to 1 neutrals from 3 each.
- Have upped the Fort to 8 neutrals from 5.
- Have removed the connection between yard A and yard D.
- Have removed the connection between yard B and yard C.
- Have made Four B'way A, Five King St B and One Whitehall C start as Neutral 3 to reduce the starting with a bonus to a minimum. Which also makes the number of region that are handed out 44 which is a better number as is a golden number
In what sense is 44 a golden number?
It's not part of the Fibonacci seqence.
44 can be a component of the golden ratio, but so can any number.
Mapmakers Handbook wrote:
Minister X wrote:Golden number. Excellent. Quite a bold set of changes to reduce the fort's importance. Just be alert to it becoming irrelevant. Eight may be too many. Testing will hopefully show one way or the other rather quickly.
I'm looking at your game #21275637. A few minor suggestions:
1) "The Fort" is not identified in the inset map. It's mentioned in the blurb and it's pretty obvious what it is, but should be labeled. It's labeled on older maps.
2) See those little ships in the harbor? Consider copying and pasting one over to the waters next to the other port tert.
3) Neutral 3 in the Harbor makes little sense and requires a special few words in the blurb. Maybe simplify it to 2 like all other "streets"?
And finally a wild idea which may or may not be possible via XML: if you own the fort and both batteries you can then bombard ANYTHING!
Fuchsia tude wrote:The text has a nice glow on the big map. That helps keep it legible at these small pixel sizes. But considering text is even smaller on the small map, it should definitely have that glow there as well...
Pirlo wrote:I don't know if this was mentioned in the thread, but I think it would be better if the streets didn't revert. In trench, it's almost impossible to have your bonuses trenched. To get a bonus, sometimes you have to cross multiple streets, which makes it hard to have it. I return, it should be easier to hold such a bonus. When I play the map in trench, it doesn't feel like trench because you can access almost all territories in a single turn.
I like the map by the way, and have already played quite a few games on it - both trench and non-trench, but it really doesn't function well for trench.
plurple wrote:Pirlo wrote:I don't know if this was mentioned in the thread, but I think it would be better if the streets didn't revert. In trench, it's almost impossible to have your bonuses trenched. To get a bonus, sometimes you have to cross multiple streets, which makes it hard to have it. In return, it should be easier to hold such a bonus. When I play the map in trench, it doesn't feel like trench because you can access almost all territories in a single turn.
I like the map by the way, and have already played quite a few games on it - both trench and non-trench, but it really doesn't function well for trench.
I have not played it on trench as not a huge fan of that setting. It has been discussed a little but the street reverting is this maps unique feature and without it would be a lot like most of the other maps. Do you have any suggestions of what the streets should do instead to keep the dangerousness?
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