iancanton wrote:
+1 bonus for every 3 track locations you control while your car has fuel.
ian.
I think this is a fine suggestion.
Moderator: Cartographers
iancanton wrote:
+1 bonus for every 3 track locations you control while your car has fuel.
ian.
yeti_c wrote:Note that Objectives aren't allowed to contain continents - and therefore will make your XML VERY large.
C.
yeti_c wrote:yeti_c wrote:Note that Objectives aren't allowed to contain continents - and therefore will make your XML VERY large.
C.
Just to point out - this comment is no longer valid.
C.
dolomite13 wrote:p.s. I just got engaged =)
I was thinking every territory on the map but I was also thinking of having it bombard every territory not on the track and adding "Pit Row" as a place that the crews can attack same as the winners circle and allow it to bombard the track. The track is still the most important that it gets you the big bonus for a complete lap. Not sure overall though I thing bonuses need some tweaking etc...Evil DIMwit wrote:[Moved]
I'm a little tired right now so let's take this one step at a time. The Winner's Circle: Does that bombard just every territory on the track, or every territory on the map at large?
ender516 wrote:Your recent post says track locations attack clockwise, but the legend say counter-clockwise, the numbering of locations is counter-clockwise, and I think most tracks in RL go counter-clockwise, so I'm guessing the text in the post is in error.
iancanton wrote:now that u can no longer eliminate someone's pit crew immediately from the start, the gameplay now looks credible. well done! the segment bonuses have the potential to cause difficulties for player 2 in 1v1 games because they will often be unevenly distributed. this can be solved by letting the 10 middle locations of each segment start with either 1 or 2 neutral troops. if this is done, then changing the track location bonus to +1 or +2 for every 4 (with no minimum) instead of +1 for every 3 (with a +1 minimum) will also be beneficial.
ian.
natty_dread wrote:The more of that text you can replace with visual elements, the better...
natty_dread wrote:As for the gameplay, I suggest autodeploys for the pit crews.
natty_dread wrote:I suggest autodeploys for the pit crews.
dolomite13 wrote:should I drop the standard minimum +3 for a map in which case +1 or +0 isn't enough to get rolling
iancanton wrote:there is +1 for each of ur team's car conditions and +2 for all of your team's car conditions. if u hold all 3 of ur team's car conditions, then will u receive +2 for ur team's car conditions, or will it be +3 and an additional +2, making +5? this needs to be made clear. ian.
iancanton wrote:for the pit equipment bonus, do u mean +3 for every fuel + tires + engine and +2 for every tools + jack, so that u receive +5 if u have 1 of each? the alternative is that every fuel is +3, every tires is +3, every engine is +3, every tools is +2 and every jack is +2, giving +13 for holding 1 of each.
comparing the bonuses available in the pits and on the track, it looks as if there isn't much incentive to deploy on the track. at the moment, the winning method is likely to be to gain bonuses from the car conditions and put everything into a struggle to hold the pit equipment, then bombard the pit crew from the winner's circle, with mopping-up of the track being left till last. instead of +1 for every 4 track locations, how about +2 for every white track location (perhaps auto-deploy)? with an initial deployment of 3 and potential +2 bonuses in both halves of the board, each player will have then a real choice to make between pits and track, instead of automatically deploying on pit crew.
ian.
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