Moderator: Cartographers
Oneyed wrote:good idea.
could you move any Resource to Humbolt Bridge? there is big difference between decay (-1) and bombardment. the Resource in Green River adds to "Eastern" player advantage because he can more easy secure his bridge.
Oneyed
Funkyterrance wrote:I'm loving the tan inset explanations.
cairnswk wrote:Funkyterrance wrote:I'm loving the tan inset explanations.
FT, is it the colours you're loving or the explanations? they are good for what i perceive as colour choice.
Oneyed wrote:good idea.
could you move any Resource to Humbolt Bridge? there is big difference between decay (-1) and bombardment. the Resource in Green River adds to "Eastern" player advantage because he can more easy secure his bridge.
Oneyed
Oneyed wrote:the decay is out of gameplay here. while it is not possible to bombard yellow regions now, it is baseless if player will lost 1 unit each round - he will still hold the line...
btw, it is still possible to do decay only to the last players unit? it is not possible to do decay to neutral...
Oneyed
cairnswk wrote:Decay to Neutral has not been implemented into xml yet.
cairnswk wrote:we can make the decay larger if that is better.
cairnswk wrote:or we can make 2 bombards and 2 decays.
Oneyed wrote:yes. but still - for what are decay here?
Oneyed
isaiah40 wrote:Oneyed wrote:yes. but still - for what are decay here?
Oneyed
The decay is to simulate the loss of lives and supplies, and to rebuild what was destroyed.
Oneyed wrote:...
btw, did you thought about any "stations" instead circles?
Oneyed
cairnswk wrote:Version 11.
a little touch up....
1. for FT, those resource notations should be clearer now in white.
yes, except for each start position of +2 autodeploy.nolefan5311 wrote:Am I reading it right that every position along each line is a +1 autodeploy?
I also think you should add a killer neutral along the way to that people can't just fort their base forward every turn. I would add another dynamic to it.
The "Silver & Gold Spike"...is that the winning condition? Or holding all 4 of them (Silver & Gold, Gold 1, Gold 2, and Silver) is the winning condition? Either way, I don't really like it. I think you should keep the 4 there, make them something other than Silver of Gold Spikes, and add a 5th that can be assaulted by the two "outside" spikes, and add a bonus to the 2 "inside" spikes, if you know what I mean. Give players an option to either go right for the spike, and perhaps grab a bonus before doing so.
Also, and I might be throwing too much at you, but you could also make a losing condition that if your opponent holds your any part of your line he wins too, just to give another option to win (going through all 4 center regions and grabbing one of your opponents regions).
Not that it's not spicy enough, but just suggesting some ideas to spice it up a little more lol.
nolefan5311 wrote:Having every single region autodeploy is a little overkill and don't really understand why that's there. You're just putting a bunch of troops on the map that will never be used.
I'm not going to pretend I am intimate with the history of what the map is about, but it's not like the bombardment is historically accurate either.
Adding a killer neutral would force players to not just keep a stack at their forward point in the line and be able to continually fort up their starting position (this can be avoided with the bombardment by a player just dropping at his forward point and creating a stack on the bridge by forting up his start positino). That's only going to make the dice that much more important. You have decaying neutrals...not sure why you seem to be so opposed to adding a killer.
All of my suggestions were put forward to take dice luck out of it as much as possible by adding a couple different strategic options.
'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
cairnswk wrote:Nolefan5311, the other reason that i don't want killer neutrals used (that i have just thought about) is this...'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
to me this means that a player will never get to achieve the objective of holding his line plus all all four spikes because the killer neutral will continually reset at the beginning of his turn and he wont be able to hold everything for one turn
I could be wrong
nolefan5311 wrote:cairnswk wrote:Nolefan5311, the other reason that i don't want killer neutrals used (that i have just thought about) is this...'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
to me this means that a player will never get to achieve the objective of holding his line plus all all four spikes because the killer neutral will continually reset at the beginning of his turn and he wont be able to hold everything for one turn
I could be wrong
This is correct, and something I didn't think about. My apologies lol.
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