Moderator: Cartographers
yeti_c wrote:I'm not sure about this one - the one overriding thing I get though - is that the track seems to go the wrong way.
C.
dolomite13 wrote:yeti_c wrote:I'm not sure about this one - the one overriding thing I get though - is that the track seems to go the wrong way.
C.
Do you mean counter clockwise? that is typical of american racing. Fans of Nascar live by the motto "Drive Fast and Turn Left". And when I took a tour of the Indy 500 racetrack a few years ago they gave us a ride around the track and it ran counter clockwise.
=D=
yeti_c wrote:dolomite13 wrote:yeti_c wrote:I'm not sure about this one - the one overriding thing I get though - is that the track seems to go the wrong way.
C.
Do you mean counter clockwise? that is typical of american racing. Fans of Nascar live by the motto "Drive Fast and Turn Left". And when I took a tour of the Indy 500 racetrack a few years ago they gave us a ride around the track and it ran counter clockwise.
=D=
Partially - but I think it's something else as well... perhaps the placement of the territory labels.
Note that it's not a nascar track as there are right turns too?!
C.
Hmmm ... yukyeti_c wrote:Note that Objectives aren't allowed to contain continents - and therefore will make your XML VERY large.
C.
Industrial Helix wrote:One thing that stands out to me that doesn't make sense is the bit about the car conditions. Is it +1 for each car condition or +1 for not holding all 3 car conditions?
dolomite13 wrote:Industrial Helix wrote:One thing that stands out to me that doesn't make sense is the bit about the car conditions. Is it +1 for each car condition or +1 for not holding all 3 car conditions?
+1 for each and an additional +2 for all 3. So +5 total.
=D=
Industrial Helix wrote:dolomite13 wrote:Industrial Helix wrote:One thing that stands out to me that doesn't make sense is the bit about the car conditions. Is it +1 for each car condition or +1 for not holding all 3 car conditions?
+1 for each and an additional +2 for all 3. So +5 total.
=D=
Right. I dunno if this qualifies under a graphics thing but I think it needs to be expressed that the +2 is additional.
ender516 wrote:If the winners circle resets to neutral every turn, it cannot be held for a bonus.
dolomite13 wrote:
Yep thats true perhapse I was thinking that the finish line and track lap would give the big bonus so you could then attack the winner circle and gain that position to attack pits. I would like it to be as difficult if not moreso to get that bonus as it would be to get a full track lap.
In general tho what do people think of the concept change from a win condition to having the big stalemate buster bonus?
=D=
Mad-elph wrote:dolomite13 wrote:
Yep thats true perhapse I was thinking that the finish line and track lap would give the big bonus so you could then attack the winner circle and gain that position to attack pits. I would like it to be as difficult if not moreso to get that bonus as it would be to get a full track lap.
In general tho what do people think of the concept change from a win condition to having the big stalemate buster bonus?
=D=
I think its fine to have a stalemate buster, but you are forcing games to last a hundred turns or so to fight your way around, then take a 10 neutral and 20 neutral. Thats a lot. Plus if you are in a stalemate, noone would be able to keep the whole track plus winner's circle... as they would then hold 80% of the map and thus have way more than anyone else, thus not a stalemate. Plus, if you were to take it all then hold the winner's circle others might hit your men on the track before you'd get the bonus. Given the cost to get it, and how much you have to hold I doubt anyone would go for it cause they wouldn't likely keep it.
I'd make it a 5 Neutral (10 max), and give a 10 bonus, then everyone would scramble for it early and that would space everyone out throughout the map. It would be something that would be in play the whole game and mimic the ambition to 'win the race' as people would constantly be passing for the lead.
In general tho what do people think of the concept change from a win condition to having the big stalemate buster bonus?
yeti_c wrote:Not sure the last time you watched an F1 race - but the braking zone into corners is where (most of) the overtaking happens...
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It is f1 style as it isn't simply an oval tracknatty_dread wrote:yeti_c wrote:Not sure the last time you watched an F1 race - but the braking zone into corners is where (most of) the overtaking happens...
C.
So this is a F1 race now? I thought this was nascar or something?
dolomite13 wrote:It is f1 style as it isn't simply an oval tracknatty_dread wrote:yeti_c wrote:Not sure the last time you watched an F1 race - but the braking zone into corners is where (most of) the overtaking happens...
C.
So this is a F1 race now? I thought this was nascar or something?
dolomite13 wrote:It is f1 style as it isn't simply an oval tracknatty_dread wrote:yeti_c wrote:Not sure the last time you watched an F1 race - but the braking zone into corners is where (most of) the overtaking happens...
C.
So this is a F1 race now? I thought this was nascar or something?
dolomite13 wrote:I was thinking of adding a few locations along with creating more than one path around the track. These changes would make it impossible to conquer a pit crew, but they could be eliminated via bombardment. I would alo remove the automatic win for a lap of the track and instead build in a stalemate breaker with the winner circle similar to the "Arms Race!" nuke.
dolomite13 wrote:+1 bonus for every 3 track locations you control.
(NOTE: players start on the pit crews and track locations for a total of 42 starting territories)
Car Conditions
- Start with 1 neutral in each location.
- Loose 1 army per turn.
Pit Crews
- Start with 1 player controlled army.
- Your pit crew can one way attack all of your teams car conditions.
- All pit crews can one way attack all pit equipment.
- All pit crews can one way attack the Pit Exit.
+2 bonus for controlling your pit crew.
Pit Entrance
- can bombard any pit location.
- starts with 5 neutral.
- resets to 5 neutral each turn.
- is not needed to complete a lap of the track.
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