Moderator: Cartographers
G_M wrote:Great idea and really fun as well.
My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.
Maybe one must stick to 8 player games.
A suggestion is to start all fields off with 2 troops instead of 3.
pamoa wrote:G_M wrote:Great idea and really fun as well.
My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.
Maybe one must stick to 8 player games.
A suggestion is to start all fields off with 2 troops instead of 3.
I agrre there is a balance problem.
Either you lowerneutral to 2 or even 1.
Or you lower the bonus scale, lets say divide by 2.

yeti_c wrote:Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.
C.
G_M wrote:yeti_c wrote:Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.
C.
Well if someone drops 2 pair, he could theoretically have a full house in 1 turn. The opponent might have 2 neutral cards to go through before breaking th bonus. Basically impossible.

gdeangel wrote:I have an "aesthetic" comment on this map. This is probably the only map where the territories are colored white, which looks great, but with the number of neutrals, trying to use map inspect with BOB really doesn't work at all. Just want to point this out. An easy way to fix would be to use bigger troop circles that were black or something like that, so that the BOB highlights would show up on them. Maybe someone else has other ideas?

All of the bonuses are 1 out - due to limitations of the XML forcing me to award 1 army for territories held.Snowman wrote:Don't know if anyone has pointed this out but on the legend, a Full House is shown as being worth 9 armies but in the gameplay it seems to only give 8.

I agree, I think the Royal Club Flush seems to be a little easy. Rather than swapping the Queen, I think swapping the jack may be better. Jc with Jh. Considered the diamond, but you bunch up the straight flush over there pretty tight.yeti_c wrote: RE: Club Royal Flush - Yeah this one has been pointed out I'm in 2 minds.
a) Leave it there as there have to be *some* ways of getting these bonuses.
b) Swap the Queen over to the right with another queen (possibly hearts). (I need to check the viability of that first though)
Disagree - completely - in fact the territories at the top are easy to read as they have a shadow on them thus making the number show up easier.danfrank wrote:I assume this map is in beta because you want people to criticize it so to say.. I thought i read a post that commented on the top half being difficult to read.i agree. The perspective on this map should be from a top view and not from one that appears like your sitting at a table .. By making the perspective from a top view all territories(cards) will be of equal size and reading the map while playing will be easier.


I need to catch Widowmakers sometime to discuss this - but we seem to be like two ships passing in the night at the moment.BBoz wrote:Yeti,
Any progress on some tweaks to the graphics to make things easier to read? It's really hard to find all your armies on this map and keep track of them.


