thenobodies80 wrote:For mapmaker request the map is now listed as Conquer 500, without "the".
Nobodies
I will agree to that
=D=
Moderator: Cartographers
thenobodies80 wrote:For mapmaker request the map is now listed as Conquer 500, without "the".
Nobodies
dolomite13 wrote:thenobodies80 wrote:For mapmaker request the map is now listed as Conquer 500, without "the".
Nobodies
I will agree to that
=D=
waauw wrote:Woltato wrote:I can't imagine that the entire pits bonus will ever be much of a factor. It's almost half the board so by the time a player has all of those territories secured they're almost certain to have the game won anyway.
The 40 track bonus is a nice idea though. Doubt anyone would be allowed to take it during a sunny game but it's one that might go unnoticed under fog.
Actually a lot of players already do go for 3 of the same in the pit, even though it doesn't give them any bonuses. Also keeping in mind the last edition of this beta map that was released, most of the focus was on the pit. Another thing to remember is that inexperienced players(for this specific map) will almost always concentrate on the pit rather than on the track. This is just an observation I have had after 82 games played on this map
Additionally you can actually know that people have the entire track while playing fog. All you have to do is check territory numbers, check how many teritories every player has in the pits, count in the crew and check the log whether they have any troops on their car and voila you'll know how many troops the player has on track.
Woltato wrote:waauw wrote:Woltato wrote:I can't imagine that the entire pits bonus will ever be much of a factor. It's almost half the board so by the time a player has all of those territories secured they're almost certain to have the game won anyway.
The 40 track bonus is a nice idea though. Doubt anyone would be allowed to take it during a sunny game but it's one that might go unnoticed under fog.
Actually a lot of players already do go for 3 of the same in the pit, even though it doesn't give them any bonuses. Also keeping in mind the last edition of this beta map that was released, most of the focus was on the pit. Another thing to remember is that inexperienced players(for this specific map) will almost always concentrate on the pit rather than on the track. This is just an observation I have had after 82 games played on this map
Additionally you can actually know that people have the entire track while playing fog. All you have to do is check territory numbers, check how many teritories every player has in the pits, count in the crew and check the log whether they have any troops on their car and voila you'll know how many troops the player has on track.
counting the territories only tells you how many territories an opponent has on the track, not whether they have the 40 bonus. The 40 bonus is awarded for having one territory in every segment. so while a player might have 10 track territories they're not necessarily distributed correctly to claim the bonus.
I always play fog escalating and I've noticed the same thing, low ranked players do tend to fight it out in the pits when the best tactic is simply to build one big stack on the track.
* All pit equipment should now be able to assault the pit row.
* 3 of the same pit equipment will give you a +2 bonus. (3 tools, 3tires, 3fuel, 3 jacks, 3 engines)
* A new bonus is being added called "Pitstop Bonus" which is +5 for holding your entire car, your pit crew, and 1 of each pit equipment.
* The display name of map in the XML that is used to populate the drop down should be changed to "Conquer 500" so as to make it appear alphabetically under C instead of T.
* I moved the pit equipment row C of unit boxes down one pixel on the large map and made them slightly wiser... this probably won't require any nudging of the numbers but wanted to mention it .
GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
GeeksAreMyPeeps wrote:dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
Yeah, getting stuck is an issue. If this latest change causes some unforeseen issue (I'm not seeing that it would, but you never know), a different potential fix could be that if you only control equipment, you're out of the game (similar to controlling only Home Runs on the Baseball board).
dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
waauw wrote:dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
actually with these changes, I would expect even more troops to get stacked into the pit equipment at the start of the game. The connection with the pit row, gives an extra incentive to focus less on track and more on pit.
GeeksAreMyPeeps wrote:waauw wrote:dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
actually with these changes, I would expect even more troops to get stacked into the pit equipment at the start of the game. The connection with the pit row, gives an extra incentive to focus less on track and more on pit.
Could be. That's one of the reasons I suggested the out-of-the-game scenario if unforeseen issues were created by the latest change. That would reduce the focus on the equipment.
waauw wrote:dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
actually with these changes, I would expect even more troops to get stacked into the pit equipment at the start of the game. The connection with the pit row, gives an extra incentive to focus less on track and more on pit.
dolomite13 wrote:waauw wrote:dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
actually with these changes, I would expect even more troops to get stacked into the pit equipment at the start of the game. The connection with the pit row, gives an extra incentive to focus less on track and more on pit.
I originally considered conditional borders so that you would need all 3 of a piece of equipment and then you would get access to pit row but allowing all pit equipment to access pit row should change how people view the pit equipment.
If one of the foundry foremen thinks that having all of the pit equipment access the pit row is excessive and that having that conditional border to promote fighting in the pits I would consider that change before this update goes out. Although i'm not sure where I could cram that into the key on this map
=D13=
GeeksAreMyPeeps wrote:dolomite13 wrote:waauw wrote:dolomite13 wrote:GeeksAreMyPeeps wrote:This should make one of the games I'm currently playing in a little more interesting. One player stuck in the equipment, piling on to his stacks each turn. Just hope he goes for the track rather than the other player sharing the bonuses (me).
I'm not sure what the final result of this change will be but I expect that we will see slightly less troops stacked in the pits and it should make it possible to get back into the race a bit quicker as well as remove that boring grind that can occur when troops can get trapped.
In any case I expect this change to be the final for beta.
=D13=
actually with these changes, I would expect even more troops to get stacked into the pit equipment at the start of the game. The connection with the pit row, gives an extra incentive to focus less on track and more on pit.
I originally considered conditional borders so that you would need all 3 of a piece of equipment and then you would get access to pit row but allowing all pit equipment to access pit row should change how people view the pit equipment.
If one of the foundry foremen thinks that having all of the pit equipment access the pit row is excessive and that having that conditional border to promote fighting in the pits I would consider that change before this update goes out. Although i'm not sure where I could cram that into the key on this map
=D13=
I think this map/board/whatever-you-prefer-to-call-it is already sufficiently complicated to play. Limiting attack of Pit Row to only one equipment spot is on the cusp of challenging strategy and frustrating strategy. In a Trench game, you would have to overcome a potential stack to get to the attack position and then potentially another neutral stack of 20 on Pit Row. I think people wouldn't bother unless they had a huge advantage in troops; you're likely not to that advantage if you're stuck in the equipment.
dolomite13 wrote:Here is an update to the xml ... looks like we had a small typo with "A Pit Tire" being used in place of "A Pit Tires" in the new Pit Stop bonus continent.
=D13=
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