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Industrial Helix wrote:OK, I think a couple things in the rules need some clarification... the big thing is whether or not archers and other bombarding territories can also attack outside of their hex.
The killer neutrals on the Trebuchets seem rather high considering they don't do much more than a catapult. I'd recommend neutral 2 or 3.
There appears to be an unfair advantage a player might have... it seems half the castles have two villages adjacent while others only have one adjacent to the castle. I'm thinking it should be all one way or the other. Unless you've balanced this already somehow and i"m not seeing it.
There's a few quirks in the map that I'm on the fence with how to deal with them. For example, castle F is at some sort of advantage in that no impassable archer is nearby, while the other castles have to deal with this. Is it an undue advantage? I dunno, because should you really have to be able to take out a player's base through the same methods 8 times? Probably not, there could be a different best solution to each castle, but the question is: is there a fair enough solution to assaulting castle f? Like i said, I'm on the fence with it. Thoughts?
Like the above example, Castle H is pretty well surrounded by neutrals whereas the other castles usually have a path of 1s leading right to them.
Which leads to perhaps an unanswerable question... how will these games play out? If its anything like the other conquer maps, players are going to sit on their castles and wait. But I think there is enough incentive to not do this, given the surrounding bonuses. How do you anticipate the games will play out?
mattattam wrote:I like your possible solutions besides the first one. I don't like the idea of the castles starting neutral. It's not a very appealing map to me if I only start on the nobles. I think the issue may be solved with a combination of these.
My only other solution would be to nurf the Chamberlain's bonus. For example instead of +1 for every family member held, it could be +1 for holding, +1 auto-deploy, and +1 with King. That way players will go for other Council members since they all will be more equal, while having their own distinct advantages.
chipv wrote:What I want to prevent is securing a counsellor that has an autodeploy and simply forting from the Castle.
mattattam wrote:My only other solution would be to nurf the Chamberlain's bonus. For example instead of +1 for every family member held, it could be +1 for holding, +1 auto-deploy, and +1 with King. That way players will go for other Council members since they all will be more equal, while having their own distinct advantages.
Kabanellas wrote:This is what I'm proposing in terms of starting neutrals and starting positions :
-all other regions would start with 1 neutral in them
-Starting positions would start with 1 on which you'll add the +3 initial drop (players would have a 4v1 shot to grab their castle)
MarshalNey wrote:With the starting positions, however, I think more than 1 troop is needed.
Consider that a 4 vs. 1 attack has only an 80% chance of success on the first try- that means a 1 in 5 chance of failure. So, consider an 8-player game: there's a very good chance that at least one player will fail to take their castle... not a very fun start.
I'm also a little hesitant about using the nobles to attack the castle. Yes, it fixes the problem of 1st-turn kills (14% was a problem) but it also feels like a clunky fix. If I were a player in such a game, and there was only 1 logical place to attack on my first turn, I'd be asking myself, "Why didn't I just start there instead?" The first round becomes effectively a 'dead round' where everyone just takes (or tries to) their castle on their first turn.
Take, for instance, the Councillors. Here is a family of icons that seem to have a unique and thematic element as follows:
(1) They give access to the King
(2) They activate bonuses for holding groups of related icons throughout the map- in some cases superbonuses, in some cases initial bonuses, but always they encourage taking over a group of icons
The Duke encourages players to gather Knights; the Bishop prompts them to collect villages. So far so good.
But what about the Lord Chamberlain? There are three different instructions on that Councillor:(1) +1 autodeploy
(2) +1 with King
(3) +1 for every family member
I very much like (3), it seems to be in thematic step with the other Councilors. Plus, it encourages players to pursue a group of icons- Family Members- who otherwise give no bonus. This adds depth to the gameplay, and yet by using the same formula as the other Councillors, does not add complexity because the mechanic is essentially the same (if that makes sense).
What does (1) accomplish, however? It only encourages a player to hold onto the Chamberlain for its own sake- no connection with the other Councillors. A similar question is posed for (2). Why does a player need encouragement to pursue the King? He's powerful enough in his own right.
The Field Marshal could perhaps benefit from a single instruction as well. He has two at the moment:(1) +1 per Catapult
(2) 1 way assaults Archers and Trebuchets
Quick-Strikes
I mentioned this in the PM I sent out, but I'll summarize what I said here.
I don't like the Catapult-Trebuchet mechanic as it stands. In light of the fact that the purpose of the map is to encourage empire-building and pursuing multiple strategies, I think the "Stack, Stack... Strike!" strategy runs against the spirit of this map. And yet the Catapult-Trebuchet mechanic encourages exactly that type of behavior.
Kabanellas wrote:I could raise it of course ... but if you think about it it's not very much different from the New world map, where you'll start with 10 to assault 3 (homelands versus landing points - 96,7% chance) while 4vs1 will be a bit lower at 91,6 %...
Kabanellas wrote:I just though of making them lower so when you start with 2 nobles you don't get a chance of trying a lucky shot and grab 2 castles - if nobles started with 2 that would likely happen. But again, I can change it.
Kabanellas wrote:We could revert the starting positions to the Castles - but we'd have to lower all starting troops. Lets see:
we could start with 2 in the castles - on which will add 3 + the 2 bonus auto-deploy, equalling 7. Seems a pretty reasonable number. The Nobles should start with neutral 1 and yield a 1 auto-deploy bonus.
I'd honestly prefer to make the Castles the starting points if you guys see no problem with these numbers.
Kabanellas wrote:...I just want to maintain the production line concept for catapults viable. But how could we make it work in some other way? I guess we'll have to think about it....
Kabanellas wrote:...again, the same reasons apply here. Catapults are few and hard to get. So giving him a more operational feature could apart from compensating the less-bonus characteristic, be inside the logic of what a Field Marshal should be.
I could, of course, lower his power by giving him access to only 'S' Archers, for instances...
Kabanellas wrote:...in the Lord Chamberlain case, I felt the need to add the extra layer bonus, to make them compatible with the other in terms of gains. In 5,6,7,8 players games adding family members will be quite difficult, while the Duke and the Bishop have a better capability of enlarging their owner bonus.
So the other 2 layers appear naturally - for conceptual reasons the Chamberlain + the King makes perfect sense to me, while the + 1 auto-deploy could fit in the logic of him being the most influential member of the court.
...anyway, I'm willing to change these for another possibility. Couldn't find a better one though....
Kabanellas wrote:Thanks a lot Marshal for such a detailed analysis
MarshalNey wrote:With the starting positions, however, I think more than 1 troop is needed.
Consider that a 4 vs. 1 attack has only an 80% chance of success on the first try- that means a 1 in 5 chance of failure. So, consider an 8-player game: there's a very good chance that at least one player will fail to take their castle... not a very fun start.
I'm also a little hesitant about using the nobles to attack the castle. Yes, it fixes the problem of 1st-turn kills (14% was a problem) but it also feels like a clunky fix. If I were a player in such a game, and there was only 1 logical place to attack on my first turn, I'd be asking myself, "Why didn't I just start there instead?" The first round becomes effectively a 'dead round' where everyone just takes (or tries to) their castle on their first turn.
If it needs to be, it needs to be, but I'm keen to look for other solutions, as it will definitely add some frustration and detract from an otherwise fun map.
MarshalNey wrote:Take, for instance, the Councillors. Here is a family of icons that seem to have a unique and thematic element as follows:
But what about the Lord Chamberlain? There are three different instructions on that Councillor:(1) +1 autodeploy
I very much like (3), it seems to be in thematic step with the other Councilors.
(2) +1 with King
(3) +1 for every family member
What does (1) accomplish, however? It only encourages a player to hold onto the Chamberlain for its own sake- no connection with the other Councillors. A similar question is posed for (2). Why does a player need encouragement to pursue the King? He's powerful enough in his own right.
MarshalNey wrote:The Field Marshal could perhaps benefit from a single instruction as well. He has two at the moment:(1) +1 per Catapult
(2) 1 way assaults Archers and Trebuchets
I like (1), for the same reasons as I liked (3) for the Chamberlain- it fits with the thematic mechanic for the Councillors.
But (2), however handy, has all sorts of unwanted side effects. First, it largely eliminates any need for a player to need access to the King; with the Field Marshal, a player can attack any neighboring Archer (or Trebuchet) and bombard a Castle. True, a player can't take the Castle for himself, but it nevertheless acts as the kind of 'quick strike' attack that the King also offers. Second, it involves two different families of icons- catapults/trebuchets and archers- which adds complexity to no apparent purpose.
MarshalNey wrote:
I don't like the Catapult-Trebuchet mechanic as it stands.
well, the Chamberlain is overpowered now (or considered to be at 5 neutral), so surely one of the two layered bonuses can go.
Kabanellas wrote:Chances of succesfuly taking out a player in first round :
-from Castle A to Castle B: 10%
-From Castle B to C via Archers: 14%
-From any Castle to another via Trebuchet: 13%
I think that the odds are very low. A player that goes for a 10 or 14% chance would be rendering himself completely open for the targeted player's reaction. I wouldn't take the chance of losing an entire game in the first round for a 14% chance.
FarangDemon wrote:Kabanellas wrote:Chances of succesfuly taking out a player in first round :
-from Castle A to Castle B: 10%
-From Castle B to C via Archers: 14%
-From any Castle to another via Trebuchet: 13%
I think that the odds are very low. A player that goes for a 10 or 14% chance would be rendering himself completely open for the targeted player's reaction. I wouldn't take the chance of losing an entire game in the first round for a 14% chance.
I love this map concept.
Just have a math nitpick and an idea for limiting attacks on counselors for you to consider.
Math Nitpick
Please humor me as I indulge my passion.
In an 8 player game, all things being equal you have a 12.5% chance to win.
So increasing it to 14% is a good idea (unless you think your relative skills can give you more of an edge than 14%).
Secondly, this 14% figure is merely chance to win on first turn. You need to calculate chance to ultimately be the winner. If your kamikaze attack fails (a bit too much sake, perhaps? ) you don't automatically die - you need to factor in chance to win on other turns, even if it is low it makes a difference:
Your chances of ultimately winning are 14% (first turn attack succeeded) + 86% (first turn attack failed) * probability you can still win after initial failure. Even if the chance you can still win after initial failure is just 10%, you have 14% + 86% * 10% = 22.6% chance to ultimately win.
I'd definitely go for a 22.6% shot given 6-8 players.
Gameplay Suggestion
I firmly believe in KISS. However, consider:
- Allow each family member to attack 2-3 of the 4 counselors
Possible benefits:
- Players do not have unlimited options to attack any counselor from a single castle with a large stack.
- This gives players an incentive to control more than one castle rather than just pile on one castle.
- It also adds the interesting concept of political favoritism / cronyism between various counselors and family members.
Possible disadvantages:
- Could result in unbalanced game play
- Reduces options (though not that much if instead of being able to hit all 4 counselors it shrinks to just 3).
Thanks for working on this map - looks really cool and I can't wait to play it.
As an afterthought - can you incorporate an Executioner? Like a neutral that the king can attack to then bombard any counselor/family member or restricted to anybody except the Bishop (unless we are talking about King Henry VIII who can do whatever he wants).
chipv wrote:As Kab has said his post preceding yours does fix the first turn kill problem.
FarangDemon wrote:Secondly, this 14% figure is merely chance to win on first turn. You need to calculate chance to ultimately be the winner. If your kamikaze attack fails (a bit too much sake, perhaps? ) you don't automatically die - you need to factor in chance to win on other turns, even if it is low it makes a difference:
Your chances of ultimately winning are 14% (first turn attack succeeded) + 86% (first turn attack failed) * probability you can still win after initial failure. Even if the chance you can still win after initial failure is just 10%, you have 14% + 86% * 10% = 22.6% chance to ultimately win.
FarangDemon wrote:I firmly believe in KISS.
FarangDemon wrote:consider:
Allow each family member to attack 2-3 of the 4 counselors
Possible benefits:
Players do not have unlimited options to attack any counselor from a single castle with a large stack.
This gives players an incentive to control more than one castle rather than just pile on one castle.
It also adds the interesting concept of political favoritism / cronyism between various counselors and family members.
Possible disadvantages:
Could result in unbalanced game play
Reduces options (though not that much if instead of being able to hit all 4 counselors it shrinks to just 3).
MarshalNey wrote:Out of curiosity, what are the odds of a first-turn kill under the current version?
I can't imagine that the odds are high; as long as they hover under 5% I'm happy.
I think the left side of the legend could use some work.
Maybe, simplifying or eliminating the combo Castle + Knight bonus could help...
I noticed the "No bonus per region number" instruction is now absent on this version. Is there now a bonus per region number? If so, then the Combo bonus might not be really necessary to provide players with the troops to fuel initiatives. The Castle and the Knights are both important in their own right, for both troops and for movement across the map (Castles give access to the King's Court, Knights allow rapid and open movement).
Also, I noticed that there is an instruction under the Archers that says that they are not affected by impassibles, but that this instruction is not present under the Catapult. I think they should be the same, and in the interests of KISS, perhaps it is OK if Archer bombardment is affected by impassibles. Would this cause problems?
This is a well laid out suggestion... and interesting. I'm not sure if it's feasible without complicating the Court too much, but there might be a good graphical way of implementing it.
In gameplay terms, I especially like your point about creating incentive to own more than 1 Castle.
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