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jonofperu wrote:Thanks koontz!
Swimmerdude, I don't think there is a way to limit starting spots to 1 per side, but I would love to have the option - or maybe limit to 2 per side and 6 max in 1v1 so there would be some sides with 1 camp v 2 camps and others vice versa... but its all dreaming as far as I know cause you can't code it (from what wiser people have said).
I also think it would be awesome to have an "Alpha testing" phase to try exactly what you suggest, but I hear the idea has been shot down before. It makes sense to me to try out gameplay before finishing a map when you can still make significant changes. Actually playing a map 20 times would certainly give you a better idea of how it plays and how your gameplay ideas work that just imagining it. I've thought of printing out a version and playing myself on it after dusting off my Risk game and using the pieces.
I wonder if it would possible to create two versions of a map as separate maps with different settings?
Probably not worth it in this case, but if there were enough variations between two separate setups it might be a really cool idea.
koontz1973 wrote:Let me explain starting positions for you, then you can at least make an informed decision.
Starting positions are a way to ensure a fair drop. You can code in as many or as few as you like. Each starting position can be a single region or multiple regions. I you code a starting position as neutral, then if it is not given out, it starts as neutral. If you do not code it as neutral, it will be given out randomly. But this is more of the game play boys side.
xml guide - look for positions but have a read of it.
viewtopic.php?t=183876#p4015798
jonofperu wrote:Tweaked the description of Option E. I like it.
jonofperu wrote:1) It slows the map down. If you have only one starting territ and you have to fight through a literal mountain of neutrals before you see your opponent it's going to drag.
jonofperu wrote:2) Winning depends more on dice. I've seen feedback on some other map projects with lots of neutrals and something I want to avoid is rolling against too many neutrals before encountering your opponent. There would still be some strategy involved - how to fort auto-deploys and how to use bombardment - but whoever got better dice against the neutrals would come out ahead before encountering their opponent.
jonofperu wrote:3) I like the strategy implications for first turn advantage if your opponent can bombard you after you hit a neutral first.
jonofperu wrote:4) I can't think of a way to code starting spots for 1-3 territ starts that works out evenly for different numbers of players. What if some players have to fight each other and others end up on their own? Or what if teams end up on their own side. It would happen with fewer starting spots rather than Option E.
jonofperu wrote:WARNING: massive post ahead! (especially if you read the quotes )
jonofperu wrote:OPTION E
4 starting positions with one territ per side. Even on every side for 1-4 players. 5-8 players are randomly assigned starting positions. The number of different players/starting positions with 5-8 should provide sufficient balance.
iancanton wrote:i prefer option E.jonofperu wrote:OPTION E
4 starting positions with one territ per side. Even on every side for 1-4 players. 5-8 players are randomly assigned starting positions. The number of different players/starting positions with 5-8 should provide sufficient balance.
i find the corners a bit problematic. have u considered giving the north and south sides 9 regions instead of 7, so that everyone can have direct (but not equal) access to the pyramid?
ian.
koontz1973 wrote:iancanton wrote:i prefer option E.jonofperu wrote:OPTION E
4 starting positions with one territ per side. Even on every side for 1-4 players. 5-8 players are randomly assigned starting positions. The number of different players/starting positions with 5-8 should provide sufficient balance.
i find the corners a bit problematic. have u considered giving the north and south sides 9 regions instead of 7, so that everyone can have direct (but not equal) access to the pyramid?
ian.
An extra layer to the pyramid would help. Then 9 along the bottom means no one starts with a corner.
Will defer to my colleague over the SP. Go with E and the extra layer.
jonofperu wrote:1. I think the ziggurat is as big as it can get at this point for gameplay.
jonofperu wrote:ut adding a level would put the summit that much farther out of reach. (I imagine koontz is going to say reduce the neutrals to 2, but I like the balance at the moment.)
jonofperu wrote:2. I like the way the corners play. Every player gets one corner (with 1-4) and bombardments create an interesting dynamic where you can bombard a corner from one side and then attack it from the territ next to it. With 5-8 players you'll probably have an odd number of corners assigned, but it's compensated for by the bombardments.
jonofperu wrote:I'll have to play the map some more.
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