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Boler wrote:Nice Idea!But I don't exactly understand how the food areas work. Is it even possible to code, "if you start with the food area you lose 2 troops" or something like that? And I think there should be more forms of getting bonuses, as there are only 2 on your map.
Perhaps raft parts? Like if you own all of them you win?
Or mabey holding certian regions of the beach could get you a bonus, like the east area, the southeast area etc.


Funkyterrance wrote:Again, I don't like...humor, dark or otherwise.
Victor Sullivan wrote:Welcome to the Dark Side of the Forums, ManBungalow! I am Grand Ma Tarkin, your tour guide through this Death Star (before it blows up along with me). You should also know the higher-ups of this facility, Darth Vito (thenobodies80) and Emperor Pawlpatine (MrBenn). Let us "Evacuate the Dancefloor" and "Get Jiggy With It":
- Firstly, you have too many territories and have unnecessarily linearized your map, stifling movement.
- Second, I'm not sure how well the auto-decay will benefit this map. It will mostly make this map a camp-and-go type map. Basically, I envision players just stacking on shelters or food supplies, jumping from one to the next every few turns (which, I do suppose, simulates the strategy one might have on a deserted island). I think you should make it a more reasonable -1 auto-decay, and institute an objective, as Boler briefly touched on. Thinking in logical terms, if you're marooned on a forgotten island, you want to get rescued, not take over the island to build a resort and spa that no one will ever come to! Maybe include raft parts scattered around the map, as Boler suggested?
- Third, what are your plans for starting positions, specifically? Could you label them on the map?
*APPLAUSE*
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-Sully


the.killing.44 wrote:shut up. he was here (yes even in your precious foundry you so dotingly call the dark side in your boorish attempt at a witty wisecrack) when you were still in your 40s.
Victor Sullivan wrote:
- Firstly, you have too many territories and have unnecessarily linearized your map, stifling movement.
- Second, I'm not sure how well the auto-decay will benefit this map. It will mostly make this map a camp-and-go type map. Basically, I envision players just stacking on shelters or food supplies, jumping from one to the next every few turns (which, I do suppose, simulates the strategy one might have on a deserted island). I think you should make it a more reasonable -1 auto-decay, and institute an objective, as Boler briefly touched on. Thinking in logical terms, if you're marooned on a forgotten island, you want to get rescued, not take over the island to build a resort and spa that no one will ever come to! Maybe include raft parts scattered around the map, as Boler suggested?
- Third, what are your plans for starting positions, specifically? Could you label them on the map?


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