Moderator: Cartographers
barterer2002 wrote:I'm actually finding the different colors in the nests to be confusing. I gather not each of the diamonds is a square at this point but I'm kind of thinking that each of the big white circles that the nests are in should have the same color pieces (like they would have on a parcheasi board. So I would make the 4 spots in Nest A and Nest B all be the same color.
barterer2002 wrote:I don't think you need to include the phrase "all players start with at least 1 nest" on your legend, that will be fairly obvious.
barterer2002 wrote:Turn 1, you get 5 autodeployed on the nest. I'm assuming that you have everything other than the nests as neutral to start off. So from the nest you attack one of the blue squares and end your turn, now as I read the legend I'm uncertain if you get a deployment next turn. Do you automatically get your 3 to start each turn or just after you hold a white square. Because you could be screwed.
natty_dread wrote:- Home could use more neutrals on it.
natty_dread wrote:- The red squares between the Z territories & home seem a bit redundant; why have 10 killer neutrals with 1 neutral on them, when 1 killer neutral with 10 neutrals on it would pretty much offer the same functionality? I'd keep it at max.
natty_dread wrote:3. First one with 10, next ones 5 each.
natty_dread wrote:- I think you could have the home territory bombard the nests. This would give the players a chance of elimination, to prevent deadlocks.
natty_dread wrote:Here's what you do: remove red territories 4-10. (Actually they're only 7 red territories but no big deal -Sully)
Then make red 3 connect directly to home.
Then make the red territories have 5 neutrals each. So that there's only 3 red territories to go through, not a line of 10.
I disagree entirely with Natty on this. Your effort here is to make a risk map that can play like Parchesi. Natty has already said that he's never heard of Parchesi yet thinks that changing the board is the way to go?
I don't see how taking away spaces of the board does anything. You wouldn't cut a chess board down to 48 squares simply because it would work better for risk why would you even suggest doing it to a Parchesi board simply because you've never played.
I understand the fear of stalemating. So lets look at how to solve that within the board itself.
barterer2002 wrote:So if you're getting an auto deploy of 5, Turn 1 gets 5 and uses 1 to break out of the next. 4 on blue, 1 on nest.
Turn 2 auto deploys 5 on nest, use the 4 on blue to take a white hopefully. Regardless move the 5 to the blue (advanced all when taking white) so either 1 on nest, and 5 on blue and 2-3 on white or 7 on blue. Turn 3 autodeploys 5 more, 3 to distribute (for holding a white) play the 3 on white and take the next 1, move the 5 to blue. Continue in this manner for 4-5 more turns you'll have 30-35 armies on that blue and another 12-15 on the white sitting ready to attack red. Advance the armies from the blue up to red and you'll have 40+ armies sitting there. Thus with the autodeploy you've got plenty of armies to run to home and it becomes a map more like St. Patricks Day which is a lot more luck based than skill based. If you take away the auto deploy you're going to need to move around the board some more building up how many you can gain a turn. You can also run into blocking areas (like 2 across in Parcheesi) that you may not be able to get past for a few turns.
natty_dread wrote:I disagree entirely with Natty on this. Your effort here is to make a risk map that can play like Parchesi. Natty has already said that he's never heard of Parchesi yet thinks that changing the board is the way to go?
Ok, so you're saying that only people who have played Pachisi can offer feedback on this map? I'm sorry but that's just not how the Foundry system works. Everyone is free to speak here.
We make maps for CC gameplay here. You can't simply port a game with different rules into CC and expect not to have to make any changes to it. Whether I know Pachisi is irrelevant, I know maybe some things about gameplay design so if I see a potential gameplay flaw I post about it.
why have one killer neutral at 10 when 10 killer neutrals at 1 would offer pretty much the same functionality?
ender516 wrote:Victor, you seem a little confused as to the term "killer neutral" If it is a "killer", it will reset to its initial value when held. So, going by your comment, you want R3 to be a neutral with a huge decay, but not a killer.
Users browsing this forum: No registered users