Moderator: Cartographers
Leehar wrote:I thought initially this was something like Arms race because of the split in the map, but I like the idea nonetheless!
My question is how exactly this would work for multiplayers/team games etc?
The bombardments, decay & auto-deploys all give intriguing options (if I'm right, you don't actually have to take the resources +2 auto-deploy, to win?)
Also, apparently you can never win until you put a significant stack on the bombard spot? otherwise the opponent can tap you every turn?
I also like that both players have access to the Spikes, it reminds me of the world cup maps where you can fight over the Finals to meet the win condition.
Can't you however make that the WC alone, rather than having to hold the whole line at the same time? You need to go through the line to reach it anyway, so you have done the effort, but there's no need to always hold it afterwords, which would allow something like the killer neutrals that nole mentioned (and it'd be nice to add another feature which has it's own strategic value)
And it is feasible compared to RL where you would need maintenance on a track after you've built it which causes it to revert to neutral?
agentcom wrote:It's Sacramento not Sacremento.
Looking good. I have a feeling that the bottom player has the advantage at this point, but I'm sure that is something that will be looked closely at in the future.
Another way to simulate the "bad" events happening along the line like Indian attacks, would be to give the opponent a starting position on the opposite side of the map that can be used for bombardment purposes only. In other words, that territory is useless except to bombard a certain point (or points) on the opponent's line.
Silvanus wrote:perch is a North Korean agent to infiltrate south Korean girls
perchorin wrote:After a little research (and a search of this topic so unless I missed it it hasn't been brought up) I found out that "Promontory Summit" is indeed the correct name for where this historic event took place, which was a surprise to me. I'm from 4 generations of railroad men, and I'd always heard it referred to as "Promontory Point". Cool to learn something new and all, but even if it's technically incorrect I still think "Promontory Point" sounds better than "Promontory Summit"
Just curious why you decided to go with 'summit' cairns--I see you originally had it is 'point'.
Anyway looking forward to being able to play this one regardless of it's name!
nolefan5311 wrote:I think FreeFalling brings up some good points, cairns. I know you were going for a "simple" map here, and we can all appreciate it that from , at this point it's pretty much a race to the center, best dice wins.
Seamus76 wrote:Nice to see this one back.
Oneyed wrote:It is nice to see this map back. But I do not understand (and agreed) with last changes.
Why there are only one side on the each side which could be bombarded?
What is the idea about areas with -1? Once player take it and move forward there is no any important role of these. Maybe a little in trench gamesq or with adjacent reinforcement. But for duel between two players they are not.
I think that version with more bombarded areas was better, maybe you could do one of these -1 regions bombarded on each side?
Oneyed
Overall, once each player has their second and third territs (e.g. Newcastle and Gov't Grants for red), green has to go through 2,3,3,3,3,2,2 and red must go through 2,2,2,3,2,2,2. That means that green must hit a total of 3 more 3's while red hits corresponding 2s. The penalty for this in my calculations is that green loses 3 more troops. In reality, I think the overall advantage is closer to between 2 and 2.5. (I tested this by running Battle Odds of an attacking stack of 40 through territs of those values.)
FreeFalling123 wrote:As a dedicated player of CC and with most of that dedication going to random map games I found myself looking into the newer maps and personally this one scares me. For one thing, I play adj/nuke/trench a lot. This map would be put to the ultimate test under these circumstances and okay I don't see why it shouldn't give me good percentages with my knowledge of movements and my play-making ability. However, I'm worried about the early carding chances, and also the fact that I cannot possibly stop my opponent from winning if his luck is too strong in the early rounds (this would be especially true with say flat rate games).
Now, if you are to make a player like me happy about a map of this context, I would want more chances to bombard (the 1 is a slight improvement from earlier versions), but also chances to cross over (maybe through 4 neutrals 3-2-2-3 or something) and mess with my opponents winning chances... a one-line-of-attack into the finish line seems harshly dependent on luck as well.. even though I doubt a game ends so even as that.
These are just a couple quick thoughts about the map. Hope it helps.
cairnswk wrote:FreeFalling123 wrote:As a dedicated player of CC and with most of that dedication going to random map games I found myself looking into the newer maps and personally this one scares me. For one thing, I play adj/nuke/trench a lot. This map would be put to the ultimate test under these circumstances and okay I don't see why it shouldn't give me good percentages with my knowledge of movements and my play-making ability. However, I'm worried about the early carding chances, and also the fact that I cannot possibly stop my opponent from winning if his luck is too strong in the early rounds (this would be especially true with say flat rate games).
Now, if you are to make a player like me happy about a map of this context, I would want more chances to bombard (the 1 is a slight improvement from earlier versions), but also chances to cross over (maybe through 4 neutrals 3-2-2-3 or something) and mess with my opponents winning chances... a one-line-of-attack into the finish line seems harshly dependent on luck as well.. even though I doubt a game ends so even as that.
These are just a couple quick thoughts about the map. Hope it helps.
I understand FreeFalling123.
I'll rethink the opportunity for bombardments.
What do you mean "chances to cross over"? Are you refering this to the end of the game?
Aleena wrote:Also - even before it is a race to the center of the map for the gold and silver spikes .....
Each player from their STARTING POINT can bombard the bridge of the enemy on the other side -
So if you split your forces and ensure you leave enough on your starting point - you can really hold a player back at their bridges... Especially if your playing a trench game...
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