Moderator: Cartographers
hulmey wrote:Mibi said he was going to look into giving german continents bonuses!!!
Or if not take away their names as it would be clutter for nothing.
Also i though every1 was in agreement that the legend still need working on?
Coleman wrote:hulmey wrote:Mibi said he was going to look into giving german continents bonuses!!!
Or if not take away their names as it would be clutter for nothing.
Also i though every1 was in agreement that the legend still need working on?
Oh, I wasn't aware of that, okay then.
hulmey wrote:If theres no bonus, then you dont neeed the names....Whats the point?? explain the point of having names abit more clearer than "having to gripe around the map".
I think the geramn continents deserve a small bonus. Allied positioning is far too strong and again peole with good placement in the allied areas have a clear advantage. Surely you can see that ?
KEYOGI wrote:I'm with hulmey on this one. Just because you're trying to direct gameplay doesn't mean the map shouldn't follow some basic risk style gameplay standards. I'd like to see a bonus for the German continents, even if it's a small one.
DiM wrote:the bonuses seem really odd to me.
1. bunkers. holding a bunker gives a +2 and holding all 3 gives an extra +4. isn't that too much?
each bunker should give max +1 and holding all 3 should give an extra 2-3.
in the current system you basicaly get 10 troops for 6 terits.
and if you also take 2 trenches is even easier to hold. 4 borders 10 bonus not to mention a great tactical value because you can attack one way in many directions.
also considering the fact that you have 72 terits the chances for someone to start with all 6 terits of the bunkers is really big especialy in a 3 players game.
2. ships each ship group gives a +4. i don't have a problem with the actual 4 but i do have a problem with the center ship being worth the same as the side ones. it has more borders and more terits and yet the bonus is the same. why?
3. artillery +2 for each and an extra +3 for holding both. again there's the problem with being a big bonus for few terits and few borders.
a player has quite a big chance of getting those 6 terits from the first deployment. and starting with a +7 is kinda sily.
also taking trench 8 gives you a +7 for only 3 borders.
4. the beaches the bonus for the beaches is ok but by comparing it to the other bonuses it is damn low.
5. plane and parachute holding a plane and his parachute gives a - 1. why? is there any gameplay reason? cause i really don't see it.
KEYOGI wrote:I think you misunderstood me mibi. I'm very much looking forward to the new XML changes, but my point is I come to Conquer Club to play a variation of Risk. I'm all for ideas that mix it up when it comes to strategy, I'm just not convinced enforcing directed gameplay is the way to go. That's just my humble opinion.
mibi wrote:DiM wrote:the bonuses seem really odd to me.
1. bunkers. holding a bunker gives a +2 and holding all 3 gives an extra +4. isn't that too much?
each bunker should give max +1 and holding all 3 should give an extra 2-3.
in the current system you basicaly get 10 troops for 6 terits.
and if you also take 2 trenches is even easier to hold. 4 borders 10 bonus not to mention a great tactical value because you can attack one way in many directions.
also considering the fact that you have 72 terits the chances for someone to start with all 6 terits of the bunkers is really big especialy in a 3 players game.
2. ships each ship group gives a +4. i don't have a problem with the actual 4 but i do have a problem with the center ship being worth the same as the side ones. it has more borders and more terits and yet the bonus is the same. why?
3. artillery +2 for each and an extra +3 for holding both. again there's the problem with being a big bonus for few terits and few borders.
a player has quite a big chance of getting those 6 terits from the first deployment. and starting with a +7 is kinda sily.
also taking trench 8 gives you a +7 for only 3 borders.
4. the beaches the bonus for the beaches is ok but by comparing it to the other bonuses it is damn low.
5. plane and parachute holding a plane and his parachute gives a - 1. why? is there any gameplay reason? cause i really don't see it.
I believe all the bonuses have been explain previously in this thread. I dont think the probability of starting with all 6 is very high, someone with better math skills can figure it out. also you would have to hold all six until it was your turn. all i can say is that this map has been play tested several times by coleman with no major issues regarding the bonuses.
Coleman wrote:From play testing the map I wouldn't have it any other way then it is now. The German area's game play is brilliant and I'd hate to see it tarnished with bonuses for a bunch of dead land. I need more convincing then "that's the way it is for every other map".
Coleman wrote:In all honesty I only play tested it 3 times. All were no cards. 1 was 6 people, 2 were 4. It's hard getting people all in one place in the summer.
Coleman wrote:You know, it's also possible for someone to start with the entire beach or ship line in a 3 player game. Probable? No. But it is possible. I bet in classic someone could start with all of Asia and the first turn, maybe classic is unplayable too.
DiM wrote:Coleman wrote:In all honesty I only play tested it 3 times. All were no cards. 1 was 6 people, 2 were 4. It's hard getting people all in one place in the summer.
in thse 3 games did anybody start with a bonus? + or minus.
DiM wrote:Coleman wrote:You know, it's also possible for someone to start with the entire beach or ship line in a 3 player game. Probable? No. But it is possible. I bet in classic someone could start with all of Asia and the first turn, maybe classic is unplayable too.
yes it is possible to start with the entire beach line but that's less probable because the beachline has more terits. and yes in a 3 player game someone could start with asia but again the probability would be much smaller then starting with australia. and classic is not unplayable because asia gives a fair bonus of 7 for 12 terits and 4 borders while here the artilery gives the same bonus but for just 6 terits and same borders.
wcaclimbing wrote:probability that all 6 are owned by a single person in the start of the game:
3 players= 0.137%
4 players= 0.0244%
5 players= 0.0064%
6 players= 0.00214%
as you can see, those are ridiculously small percents.
You wont have to worry about someone getting all 6 in the start of the game.
Any other questions?
hulmey wrote:also the whole allied territory will take longer to take, its 14 territories to get the bonus, which you must defend in 6 areas. consequently the german bonus only require you to hold 6 each, so they can be attained much quicker. and i don't think anyone is just going to let a player hold all the ships too easily, its like holding all of africa or asia in world 2.1, it makes you a huge target.
How could you compare a 25 country continent with a 6 country continent.
Again if you get good placement you will get huge bonuses, which will make you unstoppable and im afraid. Take classic for example whoever gets australia 95% of the time. wins? He has one border, players tend no to attack it and it has also has a outward natural progression.
And as for saying Coleman's played and tested it. SO. He is biased towards his map. AS would i be.
mibi wrote:from the GD thread.wcaclimbing wrote:probability that all 6 are owned by a single person in the start of the game:
3 players= 0.137%
4 players= 0.0244%
5 players= 0.0064%
6 players= 0.00214%
as you can see, those are ridiculously small percents.
You wont have to worry about someone getting all 6 in the start of the game.
Any other questions?
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