Moderator: Cartographers
Boler wrote:Nice Idea! But I don't exactly understand how the food areas work. Is it even possible to code, "if you start with the food area you lose 2 troops" or something like that? And I think there should be more forms of getting bonuses, as there are only 2 on your map.
Perhaps raft parts? Like if you own all of them you win?
Or mabey holding certian regions of the beach could get you a bonus, like the east area, the southeast area etc.
Victor Sullivan wrote:Welcome to the Dark Side of the Forums, ManBungalow! I am Grand Ma Tarkin, your tour guide through this Death Star (before it blows up along with me). You should also know the higher-ups of this facility, Darth Vito (thenobodies80) and Emperor Pawlpatine (MrBenn). Let us "Evacuate the Dancefloor" and "Get Jiggy With It":
- Firstly, you have too many territories and have unnecessarily linearized your map, stifling movement.
- Second, I'm not sure how well the auto-decay will benefit this map. It will mostly make this map a camp-and-go type map. Basically, I envision players just stacking on shelters or food supplies, jumping from one to the next every few turns (which, I do suppose, simulates the strategy one might have on a deserted island). I think you should make it a more reasonable -1 auto-decay, and institute an objective, as Boler briefly touched on. Thinking in logical terms, if you're marooned on a forgotten island, you want to get rescued, not take over the island to build a resort and spa that no one will ever come to! Maybe include raft parts scattered around the map, as Boler suggested?
- Third, what are your plans for starting positions, specifically? Could you label them on the map?
*APPLAUSE*
-Sully
the.killing.44 wrote:shut up. he was here (yes even in your precious foundry you so dotingly call the dark side in your boorish attempt at a witty wisecrack) when you were still in your 40s.
Victor Sullivan wrote:
- Firstly, you have too many territories and have unnecessarily linearized your map, stifling movement.
- Second, I'm not sure how well the auto-decay will benefit this map. It will mostly make this map a camp-and-go type map. Basically, I envision players just stacking on shelters or food supplies, jumping from one to the next every few turns (which, I do suppose, simulates the strategy one might have on a deserted island). I think you should make it a more reasonable -1 auto-decay, and institute an objective, as Boler briefly touched on. Thinking in logical terms, if you're marooned on a forgotten island, you want to get rescued, not take over the island to build a resort and spa that no one will ever come to! Maybe include raft parts scattered around the map, as Boler suggested?
- Third, what are your plans for starting positions, specifically? Could you label them on the map?
OliverFA wrote:Don't you think it would be better to have all territories pay -3 autodecay? I think that having -3 to normal terriotires and -2 to food makes things more difficult to understand for new players without really adding much. The unique value to food territories is the bonus. So leave the decay the same as with the other territories.
This map shows promise. However, I think that choosing very well where to place the special territories is vital to develop this concept to its best. For example, placing safe territories just in a crossroads have a very big effect. So you have to be sure that if that crossroads territory is a safe one, you really wanted it to be, and was not just "luck".
You could also add a few territory types:
- Objective: Hold that territory (or territories) to win the game. Maybe the boat that will allow you to leave the island? Or a bottle to write a message?
- Losing requirements: You need to have at least one base or the jungle will eat you forever
- Killer neutrals: Shortcuts that allow you to quickly cross from one part of the jungle to the other part without having to do all the way. However, they become neutrals again the next turn
ManBungalow wrote:All of this makes so much sense. I'm currently doing a gameplay overhaul. The basic principles will be the same, but I'm hoping to make shortcuts a fairly major aspect of the game.
I'm going to position the safe regions more conveniently this time around, as well as potentially adding some small bonuses and considering a winning criteria.
Also, I briefly thought about having a region bonus where "+1 troop for every region held". I honestly think this is the best way to encourage expansion and prevent build games where possible. Can anyone offer any insight on this scenario?
Victor Sullivan wrote:OliverFA brought up some great ideas, I agree with all of them. However, I don't think the +1 bonus per territory should be instituted. Firstly, it doesn't entirely make sense, given the jungle that gobbles up troops. Secondly, you could easily block off access to territories between shelters and food supplies (stack on the shelters and food supplies to protect all of your territories, reaping in large benefits). I think the best option is to drop a territory bonus from the map entirely, relying solely on the essential food supplies and shelters (and maybe objective pieces) for bonuses.
-Sully
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