Moderator: Cartographers
Gilligan wrote:Hmm...how about this:
1) starting positions include Bow, Stern and the Ship. This way, you have to get both from the ship to eliminate someone.
2) Remove bonus for holding both the stern and bow.
3) change the conditional border for the Monarch to include the Bow, Stern, and the closest territory with your flag (IE: You need Bull, Rainbow Stern, and Rainbow Bow to take the monarch).
this still does not completely eliminate the problem, though. someone could easily drop 4 to Rainbow Bow, take Tiger and bomb Margate LB. This is 6 taking out 3,2 still to win.
cairnswk wrote:Idea
What if we increase the neutral part of the command ship to say n4...
and make it a conditional that in order to assault from the Command ship (B or S) you have to hold both B & S.
That way anyone would have to conquer their own command ship first and then once they have both regions, they can start assaulting neighbouring ships.
This would slow the process down and allow everyone at least in 12 player assassin to take their own command ship before being assaulted.
Jippd wrote:cairnswk wrote:Idea
What if we increase the neutral part of the command ship to say n4...
and make it a conditional that in order to assault from the Command ship (B or S) you have to hold both B & S.
That way anyone would have to conquer their own command ship first and then once they have both regions, they can start assaulting neighbouring ships.
This would slow the process down and allow everyone at least in 12 player assassin to take their own command ship before being assaulted.
Someone could stack a non treasury region to take out an opponents S/B and bypass that idea.
Jippd wrote:It won't make it any harder to get to an enemy S/B for a kill. You could easily achieve a kill from starting on a non treasury and non S/B region with your stack. If you only changed the part that I quoted you could still easily get a kill in round 1 from some areas to another.
Take san juan to santa ana for example. I could stack S/B on san juan or stack Paxat San Esteban to make a kill run to santa ana. I would easily be able to stack paxat san esteban as it is just as far away from santa ana as San Juan.
I don't think the answer to the easy kills is an added conditional border for S/B to attack out but it is a unique idea. I think increasing the neutrals between S/B's is an option. The other option is changing the elimination condition.
I think terminator and standard escalating games could go quickly as someone leap frogs from one start spot to the next even with increased neutrals. The problem is that not holding S/B is too easy to accomplish for an elimination. The S/B areas are easily accessible from many regions so defending them is very hard. The S/B regions also do not have enough of a neutral buffer between you and the enemies. The fact that they can be bombarded from regions 2 away only makes elimination harder.
What about changing elimination condition to "if you only hold treasury regions"
Gilligan wrote:What if we just restrict this map from assassin games?
Gilligan wrote:What if we just restrict this map from assassin games?
Jippd wrote:I don't think the answer should be to block the map from assassin. The problem is also present in terminator games.
I think we could first try with increased neutrals on the ship regions on the map...from there if need be the lose condition could be tweaked too.
EricPhail wrote:I feel this map definitely needs bigger neutrals - the advantage of going first in 1v1s is huge. It's to easy to really hurt an opponents bonus right from the start. (Tbh with less players a cap on starting ships might not be a bad idea)
Suggestions at least n3 for all ships that aren't a stern/bow
Jippd wrote:I still see some problems where it could be an issue.
IE I have Ark Royal and I'm going for revenge. I could stack poole LB and if they start with revenge B it is only one n3 away to bombard and eliminate them.
Same for SS Bazana going for Santa Ana B.
I think the solution has to be changing the elim condition but a few games could test it out.
kizkiz wrote:I am just thinking further on this.
What if the losing condition was :if a player only holds T Regions, they would be eliminated.
Couple of things there...
1. means the opponent would have to conquer the Command Ship and
2. then the M postion in order to eliminate
3. the neutrals between Command Ships may have to increase further.
As another offering, what if you had to hold two Command Ships in order to attack your opponents.
That would be a great conditional and really slow the game down
The first option sounds good. increase the n values by 1 or 2 and change the lose condition. Only concern is that it could still be a slow death if you lose your ship anyway. the correct n value may be key to this
Not sure about the second one in 12 player. you could never attack another player potentially
Donelladan wrote:Hey, I am playing the map for the 1st time.
I have S and B but I can't attack the corresponding M, why?
Another case, now that I have S, B and M from the same army, I can fort from M to S and B. But when I had M and didnt have S and B, I couldnt attack S and B from M, is that normal?
EDIT : I can attack M having S and B, but I see a "?" instead of seeing a troop number
Ultra fog mode???
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