Moderator: Cartographers
edbeard wrote:well I still think there's no benefit to going for the castle early. you go through all those neutrals FOR everyone else. there's no bonuses over there. whereas in the airport you do HAVE bonuses. there's only one way inside so you'd only need to protect one territory. why am I going to kill 8 neutral territories just to get somewhere that doesn't benefit me bonus wise. other people gain so much from me going there first. they don't have to kill lots of neutrals. they can kill bonus territories and get more armies while I get weaker.
edbeard wrote:another problem I have is the check point negative bonus. I just feel that there's no incentive to do anything there except take over those first two territories and leave them there forever. at worst you'll have 3 or 4 guys stuck on your K2 or T2 territory.
edbeard wrote:Maybe if there were less cars needed to attack that would be better?
edbeard wrote:Possibly add other routes to get to the important areas. Maybe make the checkpoints into another positive bonus, but also give people the option to go around it? this way there's an incentive to take it over, but also gives other the opportunity to not fall far behind if the first one through is able to hold it for a turn.
edbeard wrote:If there were less cars and good bonuses at the castle, then there would be an incentive to do all that work.
edbeard wrote:But, maybe there should be a mountain pass that you can go through to get to the castle. Also, maybe a separate path to get to the airport from the castle?
edbeard wrote:More cars = more fun is a silly comment. Eight cars is excessive. Whoever goes through those cars first is at a disadvantage. Unless you put 1 neutral on each of them, you're doing the work for everyone else. If you're forced to go through that area, then you're at a disadvantage and others will get even further ahead while you're wasting time going through so many territories (even if there's only 1 neutral on them).
edbeard wrote:I could be wrong but I think Corn Willy wasn't a oneway border before. Either way I didn't see that.
Also, what you said about the checkpoint made zero sense to me whatsoever. Everyone has one army in the lower area. Either you'll be one of the four on the right side so you'll be able to go towards the airport right away, or you'll be able to go to the cars. So, taking over each other in the lower area IS a good strategy at this point. You'll start with 5 guys to place. Take over someone else and he only gets 3. Possibly you'll get 7 guys next turn. So, this means taking over the checkpoints will come into play, but if you're the poor sap that needs to do this, you're at a double disadvantage. You can move guys through but you'll be further behind everyone.
Maybe lower the bonus territories to a plus 1. I just feel like going first and getting lucky in the early rounds could be huge on this map.
Edit: also I have a question.
So three areas have eight starting territories. Are you planning on having each of these just open to everyone, so that in a three player game each player would have eight territories, or do you think it would be better if everyone started with one territory in each area? I realize that the XML doesn't allow this currently, but it seems like an interesting idea.
bryguy wrote:edbeard wrote:But, maybe there should be a mountain pass that you can go through to get to the castle. Also, maybe a separate path to get to the airport from the castle?
no that would make it to easy
cairnswk wrote:edbeard wrote:More cars = more fun is a silly comment. Eight cars is excessive. Whoever goes through those cars first is at a disadvantage. Unless you put 1 neutral on each of them, you're doing the work for everyone else. If you're forced to go through that area, then you're at a disadvantage and others will get even further ahead while you're wasting time going through so many territories (even if there's only 1 neutral on them).
Guys...what if i made Kontrol 1 border upcar 1,2,3,4 and upcar 1 border upcar 5, upcar 2 border upcar 6, upcar 3 border upcar 7, upcar 4 border upcar 8, and upcars 5,6,7,8 border Kontrol 2.
That would still make 8 cars, but means that there would be four different routes still one-way up that cable car with only two stops.
The same would apply on the down side.
yeti_c wrote:cairnswk wrote:edbeard wrote:More cars = more fun is a silly comment. Eight cars is excessive. Whoever goes through those cars first is at a disadvantage. Unless you put 1 neutral on each of them, you're doing the work for everyone else. If you're forced to go through that area, then you're at a disadvantage and others will get even further ahead while you're wasting time going through so many territories (even if there's only 1 neutral on them).
Guys...what if i made Kontrol 1 border upcar 1,2,3,4 and upcar 1 border upcar 5, upcar 2 border upcar 6, upcar 3 border upcar 7, upcar 4 border upcar 8, and upcars 5,6,7,8 border Kontrol 2.
That would still make 8 cars, but means that there would be four different routes still one-way up that cable car with only two stops.
The same would apply on the down side.
A good idea - but how do you put that in the legend?
C.
yeti_c wrote:cairnswk wrote:yeti_c wrote:PS Laguerroom B - is the only one that can get to the powder room...
C.
No...read the legend please
I meant Laguerroom B - not Laguerroom A...
C.
cairnswk wrote:yeti_c wrote:cairnswk wrote:yeti_c wrote:PS Laguerroom B - is the only one that can get to the powder room...
C.
No...read the legend please
I meant Laguerroom B - not Laguerroom A...
C.
Cairnswk needs to read what he writes in the legend...sorry C.
Fixed in the version above. Please refresh.
mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.
cairnswk wrote:mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.
Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas
mibi wrote:cairnswk wrote:mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.
Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas
Minard
and a back story would just be a blurb on what is going on, not related to gameplay.
Like time period, who is what, whats the point, because when you add up the foreign language, foreign gameplay, and foreign looking map, its all quite foreign... a back story would help orient people a bit. In all my ignorance of the subject, it looks like a recreation of the germans invading antarctica in WW2.
mibi wrote:cairnswk wrote:mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.
Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas
Minard
and a back story would just be a blurb on what is going on, not related to gameplay.
Like time period, who is what, whats the point, because when you add up the foreign language, foreign gameplay, and foreign looking map, its all quite foreign... a back story would help orient people a bit. In all my ignorance of the subject, it looks like a recreation of the germans invading antarctica in WW2.
MrBenn wrote:Just a thought; you could ease congestion on the cablecar, by allowing each car to attack the 2 either side:
O |
/ | /
| O
\ | \
O |
/ | /
| O
\ | \
O |
/ | /
| O
Does that make sense? (sorry about the naff text picture!)
bryguy wrote:wonder what this map would be like if all the wording was in german
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