Moderator: Cartographers
DiM wrote:if you wanted to squeeze as many terits as possible then you could have added another 2 columns. you have the space until 630px
but trust me if you remove 3 columns and extend the map to 630px width you still have by far the highest number of terits 454-60=394!!! and at the same time make sure army numbers fit in their boxes perfectly without causing any confusion.
also considering the nature of this map (so many terits) the game is bound to lead to huge armies if it's flat rate or escalating. especially in 6-8 players. so it's not a build up game. and if you ask why have 437 and 984 near eachother then it's simple, because an 8 army neutral barrier won't offer any kind of protection when the opponent has hundreds of troops on the other side of that neutral border.
1v1 - with 30 troops to start player 1 will weaken player 2 enough to ensure player 2 begins the game with 10-12 troops instead of 30. game over. if the terit bonus is reduced and +1 is given for 10 terits instead of 6 there's still trouble as player 1 will have 20-25 troops instead of 30 (8 from terits and the rest from bonuses) still enough to kill lots of terits and break through barriers of 2 neutrals.
6p escalating game - the initial bonuses will be low and of no importance as the huge number of terits will not allow early eliminations. so the game will slowly go ahead until the cash value rises and rises, this will inherently lead to big cash-ins and possible stalemates. the map will be wide open as the 8 neutral barrier will mean nothing when attacked by 2-300 troops
8p flat rate. - basically the same idea as the 6p escalating. despite not having huge bonuses on the map, the army numbers will surely lead into hundreds and the 8 army barrier will mean nothing, thus making the map completely open. total chaos.
Bad or good gameplay is really an opinion. Doodle Earth vs. Conquer Man vs Age of Merchants. These are TOTALLY different maps. They all play different and different people play them.yes it is a new gameplay and the use of respawning neutrals is great. but my main fear is that the vast number of terits is exactly what makes the gameplay bad. put those terits on a real map with plenty of impassables and it might work. leave them in this type of map and i'm afraid it won't.
Not if people actually attack each other. You are counting the total armies deployed. How do people get cards if they don't attack? And sure they can attack the neutral border and no one else, but that is a build up game.DiM wrote: oh and in 50 turns in escalating we get to 38153 armies just from the cash-ins. add the other bonuses and you'll have in excess of 40k troops. tell me you won't see 437 and 984 next to eachother
WidowMakers wrote:Not if people actually attack each other. You are counting the total armies deployed. How do people get cards if they don't attack? And sure they can attack the neutral border and no one else, but that is a build up game.DiM wrote: oh and in 50 turns in escalating we get to 38153 armies just from the cash-ins. add the other bonuses and you'll have in excess of 40k troops. tell me you won't see 437 and 984 next to eachother
So as I asked before DiM, with this map how would you setup teh borders to keep the same layout?
Would you increase them to 16 or 24 respawn?
Raise teh bonus per terts held to 15?
What?
Thanks for the comments. Even though we do disagree in some places, I do appreciate the criticism.
WM
WidowMakers wrote:Thanks DiM.
So what does everyone else think about DiM's suggestions1) Raising the respawn amount from 8 to 50?
2) Increasing the bonuses by 10?
I am sure these will not be the final values but they are completely different than what we currently have.
WM
WidowMakers wrote:Cicero wrote:The key graphic definitely needs a distinct army circle ... <etc>
The key graphic definitely needs a distinct army circle? - I am not sure what this means. Do you want me to add a white army circle to the gray wall graphic so it looks like what is on the map? If so then, yes that makes sense and I can do that.
DiM wrote:WidowMakers wrote:Not if people actually attack each other ... <etc>DiM wrote: oh and in 50 turns in escalating we get to 38153 armies just from the cash-ins. add the other bonuses and you'll have in excess of 40k troops. tell me you won't see 437 and 984 next to eachother
yeah sorry i cut the armies in half and forgot about the escalating. split 40k in half and you still have 20k armies. heck split them again and still 10k armies remain on the board thus creating lots of chances for stacking 437 next to a 984.
... there aren't so many chances to stack 437 next to 984 ... [/FWIW]DiM wrote:if you ask why have 437 and 984 near eachother then it's simple, because an 8 army neutral barrier won't offer any kind of protection when the opponent has hundreds of troops on the other side of that neutral border
cicero wrote:[FWIW] ... let's go with 20k armies ...
20000 armies over 361 territories (454-93 neutrals) (forgive me if my neutral count is wrong) equates to an average of 55 on each of the non-neutral territories. It would appear that, particularly accepting your assertion that "TBC", there aren't so many chances to stack 437 next to 984 ... [/FWIW]
DiM wrote:what does FWIW mean?
WidowMakers wrote:Scenario 1
Starting neutrals = 2
Respawning neutrals = 8
Subgroup bonuses = +1(4) / +2(5) / +3(6) / +4(7)
Color bonuses same as current map
no other territories starts neutral except borders
WidowMakers wrote:Scenario 2
Starting neutrals = 2
Respawning neutrals = 50
Subgroup bonuses = +3(4) / +5(5) / +7(6) / +9(7)
Color bonuses same as current map * 10
one of every subgroup starts neutral plus borders
WidowMakers wrote:Scenario 3
Starting neutrals = 3
Respawning neutrals = 30
Subgroup bonuses = +3(4) / +4(5) / +5(6) / +6(7)
Color bonuses same as current map * 2
one of every subgroup starts neutral plus borders
How many neutral armies would be placed on these territories at game start ?WidowMakers wrote:-Added gray stars to show where each subgroup would have a starting neutral to eliminate the chance that anyone can start with a bonus
Yes 3. That is what I figured.cicero wrote:How many neutral armies would be placed on these territories at game start ?WidowMakers wrote:-Added gray stars to show where each subgroup would have a starting neutral to eliminate the chance that anyone can start with a bonus
3 ?
WidowMakers wrote:-neutrals respawn at 30 now
RjBeals wrote:At first I was not interested in this map, but It's starting to look a little appealing to me now. I like the sub bonus structure. I didn't understand what the stars were, since there is nothing on the acutal map to explain them. I looked at the map first, then read your update post, which explains the stars. Not sure if it will confuse others as well. And the star graphic has a squished bottom? Maybe instead of a star, a gray outline on the circle? Or a deeper shade of the maze section color?
Users browsing this forum: No registered users