Moderator: Cartographers
BaldAdonis wrote:Two. Two is the limit. A lower bound, if you will.
That does beg thew question though: has anyone considered making a map for only two players? Preferably starting with more than one territory each, if that is possible. It would make it more like a chess match, where you know how the game will initialize, and the luck of the drop is consolidated into which player starts.
BaldAdonis wrote:Judging by the flack that maps take when they are unbalanced in a certain style (like 2 player CC Mogul), I imagine mapmakers would be open to reducing the number of options allowed on each map. If nothing else, it would let them focus on creating good game play mechanics for the settings they prefer, and not worrying about how it would fair in the (two) other main settings.
(For the record, I consider 2 player, multi-player flat/no cards, and multiplayer escalating to be the main settings. Everything else is a branch of these, and a map that works well under these settings will work well with anything).
yeti_c wrote:2 player only maps would be easily done with the <positions> tags - and the <neutrals> tags...
However - each and every game would start out exactly the same.
e_i_pi wrote:yeti_c wrote:2 player only maps would be easily done with the <positions> tags - and the <neutrals> tags...
However - each and every game would start out exactly the same.
That's exactly the point. If the map is perfectly balanced (ie - symmetrical), then no one player starts with an advantage. It comes down purely to tactics.
e_i_pi wrote:Drop: 0%
Dice: 10%
Strategy: 90%
I think it could make for a very competitive map if it was created properly. I just want to make sure it's permissible
I think that's the point: that every game would start out the same, so the mapmaker could set it up to be as fair as possible. 3 player games are fundamentally different from 2 player, so allowing even that would change the map requirements.yeti_c wrote:However - each and every game would start out exactly the same.
You couldn't even specify 2 territories that are random - as you would need 1 for the neutral player - thus meaning that 3 players games would be available (every person starting with just 1 territory).
3 player games might be more worth it - as they would then capture 2 player games too.
BaldAdonis wrote:So you need to allow at least 3 territories then? Exclusive two player maps are impossible?
2 players get the number of <position> tags dealt out evenly - without a neutral player.
So you could set 40 territories in Classic to neutral, then one each as a position, so that two players would start there, and no other number could play?
BaldAdonis wrote:Why doesn't thins work then?So you could set 40 territories in Classic to neutral, then one each as a position, so that two players would start there, and no other number could play?
yeti_c wrote:BaldAdonis wrote:Why doesn't thins work then?So you could set 40 territories in Classic to neutral, then one each as a position, so that two players would start there, and no other number could play?
Setting 40 territories to neutral would kill the map for any other game type.
C.
BENJIKAT IS DEAD wrote:yeti_c wrote:BaldAdonis wrote:Why doesn't thins work then?So you could set 40 territories in Classic to neutral, then one each as a position, so that two players would start there, and no other number could play?
Setting 40 territories to neutral would kill the map for any other game type.
C.
yeti - I think you missed the bit in bold
yeti_c wrote:A 1v1 map on it's own would be best to have all territories forced to be neutral - and then just 2 sets of <position> tags for each player. That way you could force the drop to be as fair as possible.
<positions>
<position>
<territory>A</territory>
<territory>B</territory>
<territory>C</territory>
<territory>D</territory>
<territory>E</territory>
<territory>F</territory>
<territory>G</territory>
<territory>H</territory>
<territory>I</territory>
<territory>J</territory>
</position>
<position>
<territory>K</territory>
<territory>L</territory>
<territory>M</territory>
<territory>N</territory>
<territory>O</territory>
<territory>P</territory>
<territory>Q</territory>
<territory>R</territory>
<territory>S</territory>
<territory>T</territory>
</position>
</positions>
You already have this though, with conquest maps. I find them extremely tedious, and I'd prefer to have 1/4-1/3 of the map territories for each player, but with the structure of predetermined drops.
BaldAdonis wrote:I strongly suspect that I am confusing terminology as well, because I have no idea what is possible in the xml. Thanks for explaining.
One last question: I understand that strictly two player map with only one territory each is impossible. Is the set up in your example a strictly two player map? what would happen if each position was less than 1/3? (ie. would a third player be able to weasel in by taking the leftover territories?
BaldAdonis wrote:I mean if they got less than 1/3 of the territories. Say you gave them 8 instead of 10. Would you be able to force 3 player games to be impossible to make, just by setting neutrals?
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