Moderator: Cartographers
lord voldemort wrote:this mite have been brought up but i assume its not possible to eliminate someone round 1 or 2 by getting across the map
Paddy The Cat wrote:wont escalating (or even flat rate) games be completely whack? a 4 card cash in will be meaningless to the outcome of the game, when people have x times the number of armies that theyd normally have. It really makes this map a little bit 1 dimensional. Obviously, escalating cards would start to matter at some point... but what about flat rate? Map is still an interesting idea, but the flat rate specialists and probably most of the escalating specialists wont be playing here too often
Paddy The Cat wrote:EDIT:plus i think the whole "luck" thing is just part of the game... if luck was so vital, then why is it possible for some people to play 5 8 player games and win 3 or 4 of them? Sure luck has some say in it, but if not for that luck the bad players would never have a chance (lol, kind of funny, but also kind of true) There's been games when i cant win any rolls for the first three or four turns, but i still win the game. Why? because by the END of the game things USUALLY even out-bad dice are, more often than not, a lame excuse-losing a 6 on 3 your first turn will NOT cost you the game unless you dont know what youre doing (1 v 1 being a possible exception) i dont know-maybe im just hating
DiM wrote:Paddy The Cat wrote:btw. how does a 153vs72 autoattack that finishes 3v48 sound?
Paddy The Cat wrote:DiM wrote:btw. how does a 153vs72 autoattack that finishes 3v48 sound?
that-sounds plain horrible-but i dont think you can make the army counts so high that you avoid THAT level of bad luck, as thats just plain unlikely. Thats the nature of risk though, it was designed to have some luck aspect-thats half the strategy, making those decisions based on probability...
for example, in a game with three people, you have 4 cards and your opponents have 3. You could cash for 35 armies and wipe either one of them out, but then you dont get a mid cash... so your forced to rely on luck in some way... do you kill one and hope the other doesnt have a 3 card set, giving you an inevitable win? do you hold out on cshing and get a card, giving you 5, and hope that neither of your opponents have no set? OR, and what would probably be the winning play, do you just wait, not take a card, and see what your opponents do-by not getting a card, your opponents probably wouldnt kill you, as they wouldnt be able to mid cash off of you, and if either gets a card, you can kill them, and mid cash yourself next turn (if you get what i mean in this example)
see, by doing the latter there, you remove the luck part of the game as much as you can. That IS risk... I find myself getting screwed by noobs who dont know how to play the game more often then by some dice roll when i lose 50 to 10 (although is does occassionally happen..)
and no, i dont have to play a map i dont like-but i thought the idea was to voice concern? if you only want people who will come in here and praise your map, then by all means i wont post in here again-
oaktown wrote:If your multiplier is five (which I think is safer) how will that effect per turn placement? Because I don't see that mentioned in the legend.
oaktown wrote:other than that, i only have little things:
On "— any shop +20$" you should lose the dash, since you don't use it elsewhere.
Since it seems that you're using dollars, the symbol is generally put before the number. $20, not 20$.
yeti_c wrote:Yeah - and if you're just NOT having reinforcements - then you need to say that too.
C.
oaktown wrote:by per-turn placement I was referring to the three armies you get to place per turn, plus one for each three territories past nine. Sounds like you're going to work the XML to cut that out completely, in which case it needs to be very clear in the legend because 99.9% of players (that's everybody except you, me, and yeti) will expect to get those three.
I wouldn't call them reinforcements - that's what you do at the end of the turn, isn't it? Somebody needs to come up with a nice phrase for what you're trying to get across... something like:
There's no free ride in CC Mogul City! The only armies you get each turn are those collected by bonuses: no automatic three, no extra armies for holding three territories.
sam_levi_11 wrote:the only prob i have is if you go first you are almost garunteed a win, also are both the manor and hall gonna start neutral
FreeMan10 wrote:Wow- The graphics look really good now DiM! I haven't looked at this in a while, but all the colors (except the yellow) really pop off the page and are very viewable. The yellow isn't nearly as contrasty, but it's still pretty readable.
I'll let all the game play concerns be handled by the experts, but I gotta say you've got my Graphics Approved stamp!
Yeah, I know my stamp means nothing, but I though you might appreciate it anyway.
yeti_c wrote:oaktown wrote:by per-turn placement I was referring to the three armies you get to place per turn, plus one for each three territories past nine. Sounds like you're going to work the XML to cut that out completely, in which case it needs to be very clear in the legend because 99.9% of players (that's everybody except you, me, and yeti) will expect to get those three.
I wouldn't call them reinforcements - that's what you do at the end of the turn, isn't it? Somebody needs to come up with a nice phrase for what you're trying to get across... something like:
There's no free ride in CC Mogul City! The only armies you get each turn are those collected by bonuses: no automatic three, no extra armies for holding three territories.
The phases are as follows
Reinforcements (often called Deployment)
Attack
Fortify
But yeah - some wording like that is good for me.
C.
gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.
yeti_c wrote:sam_levi_11 wrote:the only prob i have is if you go first you are almost garunteed a win, also are both the manor and hall gonna start neutral
How so?
Yes the Manor and Hall are going to be neutral - as are most of the territories on the map... - I assume from your second question that you haven't read the thread/map correctly - thus your "only prob" is unfounded...
C.
DiM wrote:gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.
there is no green print. only whiteprints or blueprints. the green was interesting but unrealistic.
sorry but it had to go.
natty_dread wrote:I was wrong
gimil wrote:DiM wrote:gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.
there is no green print. only whiteprints or blueprints. the green was interesting but unrealistic.
sorry but it had to go.
Well after seeing the green version I find hte white a little more bland and boaring to look at The green gave it alot more life, same with the blue.
DiM wrote:gimil wrote:DiM wrote:gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.
there is no green print. only whiteprints or blueprints. the green was interesting but unrealistic.
sorry but it had to go.
Well after seeing the green version I find hte white a little more bland and boaring to look at The green gave it alot more life, same with the blue.
blue was harder to see. i liked that one the best. the mauve-blue one.
the green is indeed nice but as i said greenprints don't exist. it's like making a map of USA and shaping it like a donut cause it looks nicer
natty_dread wrote:I was wrong
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