Moderator: Cartographers
dolomite13 wrote:any chance we can get this moved back to the melting pot
dolomite13 wrote:Starting Forces
Players are assigned the pit crews as starting positions.
Additional track locations excluding 1 and 26 are assigned randomly.
In a 2 player game
- both players would have 4 pit crew each. (8/2)
- both players would have 9 track locations each with 10 remainder set to 3 neutral. (28/3)
In a 3 player game
- all players would have 3 pit crew each with 2 remainder set to 1 neutral. (8/3)
- all players would have 9 track locations each with 1 remainder set to 3 neutral. (28/3)
In a 4 player game
- all players would have 2 pit crew each. (8/4)
- all players would have 7 track locations each with no additional neutrals. (28/4)
In a 5 player game
- all players would have 1 pit crew each with 3 remainder set to 1 neutral. (8/5)
- all players would have 5 track locations each with 3 remainder set to 3 neutral. (28/5)
In a 6 player game
- all players would have 1 pit crew each with 2 remainder set to 1 neutral. (8/6)
- all players would have 4 track locations each with 4 remainder set to 3 neutral. (28/6)
In a 7 player game
- all players would have 1 pit crew each with 1 remainder set to 1 neutral. (8/7)
- all players would have 4 track locations each with no additional neutrals. (28/7)
In a 8 player game
- all players would have 1 pit crew each. (8/8)
- all players would have 3 track locations each with 4 remainder set to 3 neutral. . (28/8)
MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
dolomite13 wrote:MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
Thanks I will see what I can do about additional lanes around the track =)
=D=
MrBenn wrote:
00iCon wrote: I think one great fallacy is you don't begin in you car...
MrBenn wrote:The idea you've described reminds me of Conquer Club Racing. It's worth having a read through that thread
iancanton wrote:u don't have to have many lanes. two are enough. if u have any more, then the track starts to lose its shape.
i also believe that u should receive no track bonuses unless u have fuel in ur car. this will give an extra reason to protect ur car instead of assaulting the pits.
ian.
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