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degaston wrote:loutil wrote:Just played a complete game on that map and I found it somewhat tedious and very slow to develop. It seems you must conquer an entire room just to do any kind of advancement or growth. With a drop of only 3 this can take many turns even if uncontested.
The slow initial development of the map was somewhat intentional because I wanted to minimize the effect that luck (drop, dice, first move) had on the start of the game.
degaston wrote:iancanton wrote:the notepad bonus of +1 for each suspect, weapon or location is fine, though i favour a sizeable +6 extra bonus (making +9), rather than only +2, for any one set. i want to see the notepad being used in most games and share koontz's concern that the objective will be ignored the vast majority of the time. any one set is logical and within the spirit of the board game.
I agree that having one big bonus for a single notepad set is more in the spirit of the board game, but for the game-play of this map, I think it works better to give out the notepad bonuses in smaller increments. Giving out such a large bonus for one set might make it a game winner by itself, and require opponents to break it or lose. With smaller bonuses, opponents may be able to coexist with each one having a set.
loutil wrote:I can find almost no value for the notepad? The guard and police car require you to go through 10 neutrals just to pop out on the map when you can easily launch from a room at no cost.
loutil wrote:It would seem the best path to victory is to control the mansion and basically ignore the police station and note pad. It is too easy to jump from room to room via the hallway. Once you break via the hallway you usually have full control of the game as your opponent now has to play catch up. I see 2 options to fix this if you desire to make the game play more diverse. 1: increase the hallway neutrals or 2: make them reset each round.
degaston wrote:iancanton wrote:the basic deployment of 1 for every 6 regions is good. remove the upper limit of 12, since it serves little purpose and adds an unnecessary complication.
I can do that.
degaston wrote:One change I would like to make is putting a killer neutral between each of the secret passage connections, so that it was not so common for one player to control opposite corner rooms
iancanton wrote:my theory is that, when u added the 4 new killer regions, u didn't add them to the end of the xml file, but somewhere in the middle, so that the order of regions effectively changed, confusing the game engine. perhaps, if u restore the regions to their original order and move the killer regions to the end, then the existing games will become playable again; the alternative scenario is that, not only do the original games remain unplayable, but the newly-started ones also break.
ian.
Fuchsia tude wrote:I just got "Fuchsia tude assaulted Game Room 2 from Bedroom 4 and conquered it from iancanton" in the game log. Is that an XML labelling error, or just a side effect of this XML update?
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degaston wrote:I'll work on improving them after the gameplay is more settled.
Speaking of which, I haven't played many manual, fog games on objective maps, but is it considered a problem if the objective can be taken on the first or second round? (Technically, the 2nd or 3rd because the first round is troop placement.) [Beta Site game 15862205] Does that make it too easy to farm inexperienced players, or is it just "live and learn".
I think I could prevent it by using the XML transformations to start with high neutral values, and then lower them gradually over a few rounds.
Any opinions on this?
iancanton wrote:the gameplay stamp cannot be given for manual if a player has a reasonable chance of taking and holding the objective before his opponent has had a chance to make his first attack. if this happens only because it's a manual fog game and the starting player doesn't have a clear advantage, then the possibility of an initial winning attack is part and parcel of playing manual fog games.
is it worth making it clear in the legend, for example, by stating book him to win!, that holding this region wins the game? it can be interpreted that book him! simply allows u to bombard all detectives. alternatively, we might consider that someone who fails to notice and understand the word objective, unless it's underlined and in bold, deserves to lose.
i have no explanation for the disappearing troop counts, except that the game is one of a number that has been affected by the change in region order in the new xml file; some games have become unplayable.
ian.
degaston wrote:I had initially wanted "Book Him" to be a killer neutral, as described in this thread, but despite this suggestion having been submitted almost 2 years ago, I haven't heard of any progress being made.
Another feature that could help is Conditional Bombardments, which was supposed to have been submitted 3 years ago. Again, no apparent progress.
Neither one of these changes should be difficult to code. Is there any way that they can be fast-tracked?
ManBungalow wrote:degaston wrote:I had initially wanted "Book Him" to be a killer neutral, as described in this thread, but despite this suggestion having been submitted almost 2 years ago, I haven't heard of any progress being made.
Another feature that could help is Conditional Bombardments, which was supposed to have been submitted 3 years ago. Again, no apparent progress.
Neither one of these changes should be difficult to code. Is there any way that they can be fast-tracked?
For the killer neutral idea, I don't think there's a way of doing that yet.
However, I think conditional bombardment can be done using Transformations - viewtopic.php?f=102&t=183876&start=15#p4397767
Would you have it so like "IF player controls region X, then region Y can bombard Z" ??
Fuchsia tude wrote:I mentioned this in another game, but might as well copy it here for public comment.
I've played a lot of games and I feel like it's excessively difficult to break the victory condition. Moreover, in Fog games, you can't even see Book Him unless you own a dectective of your own AND a full triad (one each of room, weapon, and suspect).
I propose making Detective -> Book Him a one-way attack, not conditional. Victory would still require possesion of Book Him + a full triad.
I don't think this would make victory any easier to achieve; taking Book Him before a triad A) telegraphs your plan and B) is no faster than the reverse. It just makes it easier to stop an objective holder, and makes it simpler in fog games to see that someone is a turn away from winning.
degaston wrote:I could potentially kluge it by allowing detectives to bombard "Book him", and vice versa, and adding a killer neutral "Warrant" territory that attacks "Book him", and can be attacked from a detective if the player holds all 3 categories. "Book him" could be set to only a single neutral at the start, and Warrant could be KN 15 or some other value.
It's not ideal, but it would be close to what I had initially wanted.
iancanton wrote:it's certainly worth a try. u can even reduce warrant's neutrals from k15, given that book him! is much more vulnerable to bombardment now.
u can also use the opportunity to align the legend with the facts. no need to be especially neat at the moment; just ensure that the legend means what it says, for the benefit of the testers.
when adding warrant, doing so at the end (or close to the end) of the file will minimise disruption to test games that are in progress (not that there are many of those just now, which makes it a good time to update the xml).
ian.
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