Lunar War [GP, G, X] files on p.1

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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Sun Oct 31, 2010 4:34 am

Updates are ready

http://www.fileden.com/files/2010/2/7/2 ... arWar5.xml

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Re: Lunar War [GP, G, X] files on p.1

Postby Leehar on Wed Nov 10, 2010 4:20 am

natty_dread wrote:
shocked439 wrote:in the games i've played no one is taking the helium mine, I didn't consider doing it because I was confused in instruction boxes. One box says helium-3 and one says helium mines are +3 in my mind they negated each other. I have since decided it's easier to win by eliminating the competition rather than holding an objective


They are Helium-3 mines... like it says on the map you are fighting for Helium-3, not Helium... as in, He-3, the fusion fuel, not He, the balloon fuel...

Anyway, I'm thinking of this:

- objective down to shuttle + 5 mines
- missile bases up to 17 neutrals

I just noticed this, and I was wondering why it's only coming into effect after reset? (ie Missile bases reset to 17 neutals) Shouldn't it start with 17 as well instead of the 15 for balance? (Or did this come into effect mid-game or something?)
It also may be a bit misleading in foggy games
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Re: Lunar War [GP, G, X] files on p.1

Postby MrBenn on Wed Nov 10, 2010 9:18 am

The changes have gone live - changes to neutrals (of which killers are a subset) only take effect for new games or when they reset. (the game engine doesn't check and amend the value of armies on each affected territoriy in each affected game).

This is why the map has a Beta designation ;-)
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Re: Lunar War [GP, G, X] files on p.1

Postby Cyclone_23x on Wed Nov 10, 2010 9:39 am

So I've been playing games on here lately and I want to know what has changed.

It seems that either the bases reset to 17 or start at 17 or both? which is it?

Thanks in advance!
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Thu Nov 11, 2010 7:03 am

both
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Re: Lunar War [GP, G, X] files on p.1

Postby MrBenn on Fri Nov 12, 2010 9:04 am

Cyclone_23x wrote:So I've been playing games on here lately and I want to know what has changed.

It seems that either the bases reset to 17 or start at 17 or both? which is it?

Thanks in advance!

New games will have the bases starting at 17 and resetting to 17.

Existing games will also now reset to 17 (although may not have 17 already on them)
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Re: Lunar War [GP, G, X] files on p.1

Postby Victor Sullivan on Sat Nov 13, 2010 12:25 pm

I've been playing 17 neutral games and haven't noticed much of a difference in people going for the shuttles. The objective is fine I think, but I also think the base neutrals need to be hiked up to 20.

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Re: Lunar War [GP, G, X] files on p.1

Postby Leehar on Sat Nov 13, 2010 1:29 pm

Victor Sullivan wrote:I've been playing 17 neutral games and haven't noticed much of a difference in people going for the shuttles. The objective is fine I think, but I also think the base neutrals need to be hiked up to 20.

-Sully

Nooo, I like using the base neutrals. Why not try look at making the shuttles more appealing, instead of the bases more unappealing?

But nonetheless, if you're looking for a Das schloss type feel, then I think the only way is to do a 60 type on the bases, anything less and the shuttles still look less appealing as an objective.
(I basically look at it as, I usually only have 5/4 + 17 before I can start hitting the enemy and look at eliminating, reducing troop counts etc, while with shuttle's it's upward of 30 to hold with whatever more to get to them, and the unlikely possibility of holding them when the opponent can still deploy 16 troops etc) (obviously I'm primarily thinking of 1v1, but the general principle holds true hopefully and you get what I'm saying)
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Sat Nov 13, 2010 6:06 pm

Let's wait for a while before jumping into conclusions.

I've already won a game via the objective - and this was before the update. Like I said before, I don't want to mess with the gameplay too much, I kinda like the dynamics of the game right now, so if there's no real problems with the gameplay I'm hesitant to make any changes just because a map doesn't play like I had planned... after all, the mapmaker only provides the scenario, it's up to the players to come up with the strategies for it.
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Re: Lunar War [GP, G, X] files on p.1

Postby Victor Sullivan on Sat Nov 13, 2010 8:29 pm

I lost my shuttle by my third turn in at least three games since the update came out, and one guy was actually eliminated by the third turn! Seems like it's still flawed to me.

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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Sun Nov 14, 2010 3:07 pm

You're just not playing it right.
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Re: Lunar War [GP, G, X] files on p.1

Postby Victor Sullivan on Sun Nov 14, 2010 4:35 pm

natty_dread wrote:You're just not playing it right.

Lol, okay then. So my going for the He-3 reserves (aka the OBJECTIVE) is "not playing it right"? Just sayin'...
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Sun Nov 14, 2010 6:53 pm

:P

Well in my experience, on this map (as on many others) the strategy varies widely from one game type to another. But generally, it is not wise to go for the objective right at the start, you should first concentrate on strengthening your positions so that you will also be able to hold the objective once you manage to grab it.

Anyway, I'm just sayin' we should wait for further input from people playing on various game types before declaring the map "flawed".
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Re: Lunar War [GP, G, X] files on p.1

Postby Victor Sullivan on Sun Nov 14, 2010 11:53 pm

natty_dread wrote:Well in my experience, on this map (as on many others) the strategy varies widely from one game type to another. But generally, it is not wise to go for the objective right at the start, you should first concentrate on strengthening your positions so that you will also be able to hold the objective once you manage to grab it.

That's what I do...
Anyway, I'm just sayin' we should wait for further input from people playing on various game types before declaring the map "flawed".[/quote]
Very well, Mr. Dread, very well... We shall see who wins this debate soon enough! Smithers! My bags, please! Good day to you sir.

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Re: Lunar War [GP, G, X] files on p.1

Postby melech14 on Wed Nov 17, 2010 12:08 am

I like the gameplay but have never seen anyone take the objective. I think 17 neutral on bases is fine, but it would be nice to seee another change on the objective: how about 3 shuttles and 3 mine (or 4 mines).... that wat you will need to take the base at least once to gain a shuttle... and the objective will be an actual threat earlier in the game. Great map!
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Wed Nov 17, 2010 1:01 pm

melech14 wrote:I like the gameplay but have never seen anyone take the objective. I think 17 neutral on bases is fine, but it would be nice to seee another change on the objective: how about 3 shuttles and 3 mine (or 4 mines).... that wat you will need to take the base at least once to gain a shuttle... and the objective will be an actual threat earlier in the game. Great map!


Except for 2 player games where both start with 4 shuttles.
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Re: Lunar War [GP, G, X] files on p.1

Postby Leehar on Wed Nov 17, 2010 1:32 pm

natty_dread wrote:
melech14 wrote:I like the gameplay but have never seen anyone take the objective. I think 17 neutral on bases is fine, but it would be nice to seee another change on the objective: how about 3 shuttles and 3 mine (or 4 mines).... that wat you will need to take the base at least once to gain a shuttle... and the objective will be an actual threat earlier in the game. Great map!


Except for 2 player games where both start with 4 shuttles.

Thats actually an idea, why not in a 2 player have less shuttles, maybe 2 like in Feudal (tho it's objective is different.), or make the bases only capable of hitting separate shuttles (tho that would require maybe 1 more or less bases.) - this would maybe make it more like Das schloss where you actually may need to hit more than one of the bases to eliminate the opponent. These would just give another element of guesswork and make it less important to go directly for the bases, and start lowering your opponents drop.
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Wed Nov 17, 2010 4:45 pm

Not possible.
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Re: Lunar War [GP, G, X] files on p.1

Postby MrBenn on Tue Nov 30, 2010 3:51 pm

Has this discussion about neutral values come to a conclusion, or is there still some negotiation/discussion ongoing?
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Re: Lunar War [GP, G, X] files on p.1

Postby Victor Sullivan on Tue Nov 30, 2010 4:14 pm

I retract my previous statement about upping the neutral count on the bases. I've been playing a bunch of Lunar War games (a lot of them I'm winning - OMG!) and I think the objective is much more doable and the base use has decreased (in a good way). I think we're ready for quench if you ask me, MrBenn. ;)
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Tue Nov 30, 2010 5:30 pm

If no one has any complaints about the gameplay, I'm ok with releasing this from beta.
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Re: Lunar War [GP, G, X] files on p.1

Postby jrh_cardinal on Tue Nov 30, 2010 11:07 pm

natty_dread wrote:If no one has any complaints about the gameplay, I'm ok with releasing this from beta.

yes please :D , preferably before saturday (probably not gonna happen)
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Wed Dec 01, 2010 3:11 am

Why before saturday?
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Re: Lunar War [GP, G, X] files on p.1

Postby jrh_cardinal on Wed Dec 01, 2010 3:44 pm

because that's when the last round of the clan league starts, and we can't use beta maps.
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Re: Lunar War [GP, G, X] files on p.1

Postby natty dread on Wed Dec 01, 2010 4:26 pm

Well, we still have a few days then. If nothing comes up by friday I'll use my mind control ray on the foundry mods to get this quenched.
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