OliverFA wrote:Top Secret Facilities Auto-Deploy
I agree that having an autodeply in TSF goes a bit against the game concept. We want the player to face the dilema between using his resources to research or to fund his armies. The TSF autodeploy goes against it, and serves as a game ender. Because players cannot do anything else with those armies other than research, is like saying that the game will effectively end after X turns. My opinion is that TSF should not have any autodeploy. Players should be forced to either research or fund their army.
With the recent discussions, I do agree that TSFs should lose their auto deploy. I understand why they may have been there originally, but I think given the gameplay changes, that it would be better to force players to allocate the resources to the advanced research instead of making it easier for the advanced research techs to be researched.
OliverFA wrote:Game Length and
How long will the game last? I think that without TSF autodeploy and with well thougt tech bonuses and cost, games length can be very variable, and will depend on player acts a lot more than on some predefined map mechanics. The key to achieve it is not giving very big bonuses (except for the Doomsday Device) so a player can end with huge armies, but not get an instant lead against all the others just because he researched some tech before the others. At the begining, armies will be small, but as the game progresses the leading players will more or less raise their income in similar quantities. If some player falls behind, he can try to get the Open Conscription Tech, or even go for the Doomsday Device, but it will be a race against time, just like nazis did at the end of the WW2.
I also think that the game length would be too hard to control by any mechanics. I suspect that this map will produce longer than average games, simply due to the sheer size of the geographic map. I think that capitals as losing conditions will help reduce the game length, which makes just one more reason it's a great idea. I look forward to playing this as a 6 player game though, as I can see it being a lot of fun on a full map.
OliverFA wrote:Propaganda
I think that Propaganda should not be changed to every territory. It would become too similar to Open Conscription and Secret Conscription. But we can raise it to the same bonus as National Pride. This should be enough.
I think raising it to a +4 bonus would work, since it would be making owning a foreign territory worth more than your homeland, which would to at least a small degree encourage attacking foreign homelands.
That being said, I would consider Secret/Open Conscription and Propaganda with neutral countries counting to be two different things. With the Conscription techs you could be scattered all over the board and still get the bonuses. With Propaganda you have to hold onto groups of territories, just like you would for the classic continent/region bonuses on CC. One could easily break a number of +2 bonuses from a player with Propaganda just by taking one per bonus if they were positioned right, whereas with the Conscription techs you would need to take out at least 2 per +2.
Sure, the Conscription and Propaganda techs would complement each other, since by owning a couple neutral territories you would by default own an extra 6-10 territories, which would also be collecting bonuses from Propaganda as well, but the same could be argued for Mining. I see Propaganda with neutral countries as being kind of half way between Conscription and Mining. Mining is very rigid, in that you must own one of a very few select spots for the bonus. Propaganda would be the in between, since you would have to own specific groups of territories for the bonuses. Conscription would be the least rigid, since it's based on sheer numbers of geographic territories. If Propaganda were set up like this, then I would think that the tech bonuses would be the smallest for Propaganda (since it's the same as mining but harder to defend the bonuses), Mining (less of a potential bonus), and then the Conscription techs.
If you feel strongly about just bumping it up to +4 instead, then I think that's enough of a change to make it usable and would support it. I just really believe that having the neutral countries be counted would add a different dynamic to the available bonuses and how they work to the geographic map. It would also make Propaganda a more worthwhile tech to consider as well. It takes a lot of troops to get to and take over a foreign homeland and I fear that Propaganda would be heavily under used because of it if it were only bumped up to +4.
On a brief sidenote, one thing to keep an eye on with Propaganda would be that depending on how the code is set up, during a 2-3 player game, one could potentially research it on one of their tech trees and gain the benefit from it for owning their other homeland. It may also complicate things slightly when it comes to not allowing the collection of a tech twice. If someone in this situation researched both Propaganda, how would you determine which of the player's "nation's" Propaganda would count as a bonus and which would not. Or, for that matter, would/could you code it so that the Propaganda bonus works once for all homelands not owned by the player and once per side for the ones that are owned by the player himself. I hope I'm making sense here
OliverFA wrote:Wining / Losing objectives
This is a big map, and forcing players to conquer every single territory would be boring. For this reason I think we need a wining/losing condition (or both). Wining condition could be 2/3 of the land, but it is too difficult to track. Having capitals as the wining condition makes it easier to be watched by all players. I think that's why it's the ideal conquest winning condiiton.
Having capital as losing objective is too "Sudden death" for me. For me the question is between any capital to stay alive and any territory to stay alive. The problem is that any territory to stay alive does not fit well with Doomsday Device. It could lead to the surrealistic situation in which a player with just one territory and the Doomsday Device could still win the game. Moving the Doomsday Device to another capital, even if it's not your national one, seems ok to me. That's why I favor the Any capital to stay alive losing conditiion.
I really agree that winning/losing conditions would greatly benefit this map. I think that having capitals as a winning and losing condition would be redundant, since if a player owns all 6 capitals, then he's already eliminated the other players. Unless, of course, you mean hold 4 of 6 capitals, in which case that could potentially work as a winning condition. I don't know how the code is set up for Conscription techs (or how you code 'Any of' bonus groups, for that matter), but I would think it should be possible to set up a winning condition in the code to simply look for 'Any *insert 2/3 terr. count* Map Territories'. If it was, then I think that could work nicely. Otherwise 4/6 capitals I think woudl work as well.
For the losing condition, I still think that having own any capital to stay in the game would work. There's a small part of me that thinks that it would cause people to hold back a lot of their troops and possibly drag games out a bit needlessly, but there's a much larger part of me that thinks that just adds to the strategy of the map... how many troops do you want to put forward to conquer new lands vs. defend your capital vs. research to increase your deployable. All in all I still like the 'own at least one capital, not necessarily your own' is a good losing condition.
OliverFA wrote:Zeppelins
The tech that I am really undecided about. I can find reasons for every version of it. I really like the idea about air superiority, specially for Adjacent Attack and FoW games, but I dislike the fact that it opens the way for "researching other players techs".
On the other hand, the "bombard homeland" and "bombard homeland plus adjacent areas" options seem to weak for Unlimited Attack games.
The question I am trying to answer (but I have not reached a conclusion yet) is "Attacking the other zeppelins, would lead to players stacking defensive forces in the "air", or would open a line that would break any strategy?
I am inclined to think that if Air superiority is used, it needs air territories. But it's very difficult to fit them in the already crowded map.
My thougts about zeppelins is "let's continue with everything else as we discuss it". At the end we will either come with a good conclussion or with a good replacement.
One thing I am sure about is that zeppelins should not bombard capital, because they are losing conditions and because they are needed in order to get tech benefits.
I don't care about the can-be-used-to-get-a-card issue, because as I said, I see it as a CC problem, and not as a R&C problem.
I likewise am undecided about it, as I have been for the last year or more. I can see reasons for many of the versions of it as well, though I also have always had mixed feelings of having a tech be allowed to attack the geographic board, so also could support your Mining suggestion below. The one thing that I do feel strongly about is that Zeppelins, if they are kept, should not be allowed to attack or bombard other player's Zeppelins directly, which allows a player to research another player's Zeppelins. This is something I feel strongly about, as it just messes with the whole theme of the map too much.
Given that this map will likely spend the vast majority of its first 2-10 years of existance being played as an Unlimited Attacks map, I agree that just allowing them to bombard homeland and adjacent territories is fairly weak, aside from a straight card generator which in Escalating would be invaluable both to the player and to dragging the game out endlessly.
If you guys could find a spot on the map for 1 'air superiority' territory, then I could support that option for bombarding foreign homelands as well (not capitals). This would be nice for FoW games as it offers a way to spy on where players are and offers an offensive use for Zeppelins. Likewise, I could support Zeppelins bombarding foreign homelands directly as well for the same reasons. Just no interactions between the research trees. I understand where the other side of the debate is coming from, as fighting other player's zeppelins would be a neat gameplay function, but I really feel that it messes with the core concept of the map too much.
In regards to the question that you had asked, I'm not sure I understand what you were trying to ask. Could you reword it perhaps and I'll give my thoughts on it?
I do agree overall that if zeppelins are sticking around that it's a discussion that's best to be continued while the rest of the map gets developed, since it will be a pretty long discussion.
OliverFA wrote:Mines
This is something that I introduce into the debate. I wonder if it would be interesting to make mines a cumulative bonus. Instead of +x per mine, make it so the first mine provides +1, the second +2, the third +3, etc. Just thinking about a possibility. Or even if we have to substitute zeppelings, make this raising bonus as advanced mining.
For the basic tech, I think I prefer just the straight +2 per mine, though I could support the cumulative bonus idea as well.
I do, however, think I like the idea of replacing zeppelins with an advanced mining tech that allows a player to upgrade his mining bonus to the cumulative bonus strategy, though I'd give it +2 for the first mine as well, just so advanced isn't weaker than basic. My only concern with this would be finding a place for the extra advanced tech. The only thing I can think of would be to move TSF up into the basic tech tree area and then maybe split the four advanced techs into two columns. This would mean Oliver's and TaCktiX credits would need to be moved somewhere else onto the map, possibly to the right of the advanced techs. Perhaps the advanced mining tech could be called 'Deep Mining' or something like that.