Moderator: Cartographers
Donelladan wrote:Bonuses
+1/3 (Min +3) attached to basic lands (as it should have been).
- No standard Territory Bonus back in effect.
This change should smooth out the early game just a bit so it is harder to knock someone off the map early and pretty much keep them off the map.
I don't get it. What means "No standard territory bonus back in effect", your first line "+1/3 (Min +3) attached to basic lands (as it should have been)." means that you will use the standard territory bonus.
Could you give an example with what we have now and what we would have?
Right now on the legend of the map it is written 3 red start give you a +1, so no difference between what we have now and what you describe or?
Donelladan wrote:
Barbarians
- Horde 3n (down from 5n)
- Horde required to grant the +1 per 3 basic land added bonus
This will make it necessary to take the horde to get the added bonus and may promote use of the horde as a way to travel around the board easier. I rarely see anyone use the horde as it is currently implemented.
I don't know if reducing the horde to 3 is good or not because I did not have this special feature often so far.
But concerning the bonus, forcing to hold the horde to have the extra bonus is quite bad I think.
Other special features like cosmic, demonic and dwellers can have a +2 by taking only 3 neutrals. You'll force people with horde to take 12 neutrals ( 3 basic land + hordes) to have a +3 ( or +4) ( +1/favored territory, +1 for 3 basic land like for everyone, +1 for the horde bonus because you have 3 basic land - potentially another +1 because 2 territory adjacent to your favorite).
So I compare +2 for 3 neutrals to +4 for 12 neutrals. I am not sure if it is good idea to force people to take the horde.
Donelladan wrote:Demonic
- Underworld 3n (down from 5n)
- Basic bonus +1 per minion (removed the added +1/2)
- Underworld required for an additional +1 per minion bonus
Similar to the horde the underworld seems to be unused by players. By tying an added bonus to it, it may now start seeing play.
I always take underworld when I have it. Awesome bonus for me. If you don't remove the +1 for 2 at least.- Underworld required for an additional +1 per minion bonus
You mean that the 1st minion i take give me +1, but for the 2nd minion to give me +1 i need underworld. Or , the 1st minion i take give me +1 only if I have the underworld?
Donelladan wrote:Dwellers
- change the 4 caverns +2 to "for every cavern and crypt you hold you get +1" (max +4)
Being able to jump around the map for free is powerful but spreading out around the map can also work against you. This change will now only grant you more bonus troops if you also focus on holding crypts and will put some pressure on the undead player.
I find undead player bonus to be the worse on the map, and you want to give a +1/crypt for the dwellers???
Dwellers is awesome, only player that have all his +1 bonus connected to each other directly. All this other conditional bonus ask you to have at least 2 territory to work. This one works with the 1st one. Do not give him a +1/crypt extra.
Donelladan wrote:Cosmic
- change the 2 radiation +1* to "for every mines and radiation you hold you get +1" (max +4).
Cosmic gets some nice abilities once they get to 2 territories this change will make them want to branch out a bit and make the "miners" a bit nervous.
Also very good bonus imo, why you want to give them a +1/mines.
Consider, Dwellers and Cosmic are bonus that get a +1 for their 1st regions They very often will start with a +2 once they take their favored land. And you are giving them an extra possibility to get +1, possibly by a neigboring region (P4 and T1 for cosmic/mines or M2/P3 for dwellers/mines).
I add, if we take all your previous remark, you make it more difficult for Barbarian and Demonic to get +1, and you give extra one to Cosmic and and Dwellers.
Also consider a players getting Dwellers and Miners bonus at the same times.
Btw I dislike miner as much as undead because they both need TWO regions to get a bonus and both of them give you no extra connection. So it is like hell to go fetch extra bonus.
I never use player that have Miners and Undead when I am playing team games, i also don't use those feature when I play 1vs1 games.
Maybe you have been playing more multiplayers games. But I am quite sure for 1vs1 and team games your change are giving more advantage to special fetaures that are already good.
Donelladan wrote:Kingdoms
- change kingdoms to be able to reinforce to favored territories you control.
This would be one way and would not work the opposite direction.
- change kingdoms so they can not assault favored territories that border blood towers.
This would decrease the possible starting territories from 4 to 3 but also limit access to the 8 most important territories on the map.
I don't see why you consider blood towers being the most important territory on the maps. Only advantage is to give you possibility to take forbidden lands, but you don't do it unless games is already won for you anyway. Only exception is if you are playing escalating but otherwise I don't find blood towers having any interest, I'll never attack them if I don't hold the special feature wizard.
Also, if you do that you are disavantaging hugely the players with special feature wizard, he becomes only one that can't attack the regions with his special feature ability.
Donelladan wrote:- change kingdoms to be able to reinforce to favored territories you control.
Why not. But does it also means that you will be always able to attack from your kingdoms your favored territory?
I explain, right now, once I took one favored territory, I can't attack anymore from my kingdom. Making the change you suppose, since for me forting way are attacking way, if you allow one way for to favore territory, to you also allow one way attack for favored territory also after you took one?
Donelladan wrote:Chasms
- removing chasms and connecting the land permanently across them for all player
because the start areas are no longer the #1 of each basic land type (S1, M1, T1 etc...) players can no longer exploit the short routs between them so the extra complication is unnecessary
I like the complication so far. I am not sure for who is good or not. I don't mind that changes, I also don't mind it say the same. Of course it is a complexity that gave me some stress during my 1st games because I didnt notice it.
Donelladan wrote:Badlands
- I added two new territories near the center of the map that are killer 5.
This will take a bit of the pressure off of J3 and F3 as they are serious choke points and often stopped teammates from getting from one side of the map to the other. The high cost will dissuade early use and the fact that they are "Killer" will make them situational use only. It is possible they should only be killer 3 or 2 and this is open for discussion.
Highly probable that I would never use those killer neutral 5. Put them to 2 maximum if you want us to use them. Even 1 should be considered. You minimum lose 1 troops by taking them and they don't give you any advantage other than a new connection. I say try with 2 and consider 1 for the future.
I want to encourage expansion as it seems to fit "barbarians" and a horde mentality. Perhapse the horde could start at 1 and be an autodeploy 1 so that you are getting a bonus every turn once you take it then the +1 per 3 being attached to having the horde would be the flavor of having a horde and make barbarians a bit nervous in "nukes" games.
So I want their to be an added bonus for dwellers to expand. Right now its all about the caverns. I need something else to combine with it. I could use a specific basic land but that makes a player who has that basic land as a favored type much more powerful. I could just make it favored but then dwellers becomes the best in the game. I am half tempted to add a new resource type on all of the 8 territories that don't have a symbol and use that to spice up dwellers a bit.
Any thoughts are welcome.
2014-04-23 10:34:50 - FlyingBob received 1 troops for holding Cosmic - Radiation
2014-04-23 10:34:50 - FlyingBob received 1 troops for holding Gnomes - Favored
2014-04-23 10:34:50 - FlyingBob received 3 troops for 5 regions
2014-04-23 11:53:21 - Donelladan received 1 troops for holding Yeti - Favored
2014-04-23 11:53:21 - Donelladan received 3 troops for 5 regions
2014-04-23 11:53:23 - Donelladan deployed 4 troops on S4 - Caverns
2014-04-23 11:53:29 - Donelladan ended the turn
2014-04-23 12:00:59 - Donelladan received 1 troops for holding Elementalists - 1 Tundra and 1 Volcanic
2014-04-23 12:00:59 - Donelladan received 1 troops for holding Yeti - Favored
2014-04-23 12:00:59 - Donelladan received 3 troops for 5 regions
Minimum Bonus - now +3 for the map regardless of how few territories you have.
Seas - changed them to decay 2 from killer 1 to allow he aquatic player to have a territory they can hide troops on and allowed me to change their bonus.
Kingdoms - You may now assault any favored territory that does not border a blood tower. And once you have control of a favored territory it is adjacent to your kingdom so you can reinforce from your kingdom to it.
Good change but honestly I am not sure people will understand this bonus from the picture. Maybe replace the " : " by a "+" ? or a "and"Barbarians - Changed it so you must hold the horde to get the barbarian bonus. May include this bonus in the 2x bonus for holding all 4 favored. Will decrease the horde to 1 neutral to start.
Cosmic - these guys got a complete revamp again. +1 per radiation, doubles when you hole "Reactor" which will start between 1 and 3 neutral not sure yet. Radiation no longer adjacent to each other but are now adjacent to reactor.
Demonic - You now need to hold the underworld to get the extra +1 per minions bonus. Will decrease the underworld to match the reactor to be fair.
jltile1 wrote:So if you dont advance from your first attack how do you get the men out I have a five stuck ?
Donelladan wrote:First
Overall I like the changes. My main question would be, when do we get the new version !!
But some stuff to discuss still.
A small remark firstMinimum Bonus - now +3 for the map regardless of how few territories you have.
I think this is not a change or?
Donelladan wrote:Overall you upped most of the power I disliked, that's why I like the change. I am just wondering for the aquatic :Seas - changed them to decay 2 from killer 1 to allow he aquatic player to have a territory they can hide troops on and allowed me to change their bonus.
He is now the only player that has an unbreakable bonus. I don't know how this will influence the gameplay. I think this is the first map I know where a player would have a totally unbreakable bonus. Seems pretty awesome to me.
On one side I like the change, the killer neutral was annoying and made aquatic not so good. I like that you change it into a territory with decay. But I think the bonus should have remain the same : bonus for territory adjacent to aquatic and connection between the different sea.
But as I said I don't know, I'd like to try it first and then tell you if aquatic became as powerful as I fear.
Donelladan wrote:Concerning the blood tower changes, I like that you put them further from the center. Very good for the gameplay.
But I am wondering why each territory that borders a blood tower has a extra bonus on them ? Because since they are not attaquable T1, it makes it way more difficult to get an extra bous to anyone at round 1. I guess it is done on purpose. I am interested.
Donelladan wrote:Kingdoms - You may now assault any favored territory that does not border a blood tower. And once you have control of a favored territory it is adjacent to your kingdom so you can reinforce from your kingdom to it.
Not sure if I can see any utility to that. Only if you misdeploy on your kingdom.
Donelladan wrote:Good change but honestly I am not sure people will understand this bonus from the picture. Maybe replace the " : " by a "+" ? or a "and"Barbarians - Changed it so you must hold the horde to get the barbarian bonus. May include this bonus in the 2x bonus for holding all 4 favored. Will decrease the horde to 1 neutral to start.
same for demonic and cosmis concerning the ":" i don't find it very clear.
Donelladan wrote:Cosmic - these guys got a complete revamp again. +1 per radiation, doubles when you hole "Reactor" which will start between 1 and 3 neutral not sure yet. Radiation no longer adjacent to each other but are now adjacent to reactor.
Demonic - You now need to hold the underworld to get the extra +1 per minions bonus. Will decrease the underworld to match the reactor to be fair.
Having demonic + a minion give you +2. And then Demonic are connected to each minion, each of them giving you a extra +2. ( exactly same for cosmic if I am right).
Donelladan wrote:For most of the other bonus, it is also a +2 now, but the other bonus have to cross many other land to get those bonus ! While demonic and cosmic are giving you an extra connection.
So I think, demonic and cosmic should remains to a simple +1/minion(/cosmic) even if you hold the demonic(/reactor).
Donelladan wrote:
And again, the new version is much better, when do we get it !!!
well the extra territory they have to take to get the +1 can be nuked out or bombarded from forbidden lands. Maybe it should be 2 neutral or even 3 again ... remember those extra territories don't grant land bonuses and and are slow in trench games but yes they are protected troops for the most part. I like the bonus that way especially with dwellers being a flat +2 and instant connections.
Donelladan wrote:I am still thinking bonus that give connections and troops should give less troops than bonus that only give troops.
dolomite13 wrote:This distributes the icons and keeps at least one of each type of basic land free of any icons. (2xF, 2xD, 2xJ, 2xV, 1xP, 1xM, 1xT, 1xS).
- Demonic from J1 to T3
- Demonic from D1 to M3
- Demonic from M4 to V3
- Cavern from F1 to P3
- Cavern from T4 to D3
- Cavern from S4 to F4
- Radiation from V1 to V4
- Radiation from P4 to P1
- Mine from P1 to S3
- Mine from V4 to J4
plurple wrote:dolomite13 wrote:This distributes the icons and keeps at least one of each type of basic land free of any icons. (2xF, 2xD, 2xJ, 2xV, 1xP, 1xM, 1xT, 1xS).
- Demonic from J1 to T3
- Demonic from D1 to M3
- Demonic from M4 to V3
- Cavern from F1 to P3
- Cavern from T4 to D3
- Cavern from S4 to F4
- Radiation from V1 to V4
- Radiation from P4 to P1
- Mine from P1 to S3
- Mine from V4 to J4
surely for the basic lands that should be free of any icons should be the 4 special basic lands i.e. F, T, V, J and so swap one of the 2D blanks with one of the 3T icons but maybe then the icons would't be nicely distributed :shrug: only my 2cents
Fuchsia tude wrote:Most of these proposed changes look pretty good, especially blood towers moved aside and weaker specials boosted.
A couple things:
I don't like how Cosmic is now identical to Demonic. Before, all of the specials were unique. What if Reactor was a killer neutral that attacked the Forbidden Lands, say? And/or if it was a killer neutral that you needed to hold before the Radioactive territories would border each other?
Mines and Radioactives are mostly close together, which reduces the usefulness of the Dweller and Cosmic travel powers. Especially M2 - F4 and S1 - P1. Maybe make M1 cave, P1 crypt, F4 radioactive? Although hmm, that doubles up on mountain caves and plains crypts... so also make P2 cave and M2 crypt?
"Seas borders" should be "Sea borders". Don't keep saying "Adjacent to a sea", just call them "Coastlines"!
Your repositioning resources has left odd gaps in the terrain; will you fill in the missing bits of the textures? This is obvious in V1, M4, F4, J1, P4...
I don't like how sometimes you duplicate an icon to represent "you need this many of this thing", and sometimes you write "3x[]" or so on. Just stick with one notation. I'd favor the duplication, because it 'reads' faster. Fanatics, Miners, and Undead have plenty of space to hold the icons horizontally, and so should Land Bonuses - you could arrange 5x[basic] olympic rings style, in alternating rows so they fit, if you need to.
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