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Rorke's Drift. [QUENCHED]

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Re: Rorke's Drift. [BETA]

Postby thenobodies80 on Mon Mar 19, 2012 7:05 pm

Updated! :D

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Re: Rorke's Drift. [BETA]

Postby koontz1973 on Tue Mar 20, 2012 12:10 am

Thanks for that.
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Re: Rorke's Drift. [BETA]

Postby pmchugh on Sun Mar 25, 2012 3:43 pm

The 4 terrs for 1 troop is messing with my head, this map is as alien to risk as city mogul.
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Re: Rorke's Drift. [BETA]

Postby ender516 on Sun Mar 25, 2012 6:27 pm

pmchugh wrote:The 4 terrs for 1 troop is messing with my head, this map is as alien to risk as city mogul.

Beware of First Nations of the Americas, then, it uses the same scheme.
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Re: Rorke's Drift. [BETA]

Postby pmchugh on Sun Mar 25, 2012 6:45 pm

ender516 wrote:
pmchugh wrote:The 4 terrs for 1 troop is messing with my head, this map is as alien to risk as city mogul.

Beware of First Nations of the Americas, then, it uses the same scheme.


ORLY? I don't mind it for a change, being mostly a team player it makes the map interesting for dubs I think.
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Re: Rorke's Drift. [BETA]

Postby koontz1973 on Sun Mar 25, 2012 11:29 pm

The one for 4 might change to 1 for 3. This was a light bonus map and after the changes, it is even lighter. This might bring some much needed killing to the map.
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Re: Rorke's Drift. [BETA]

Postby koontz1973 on Wed Mar 28, 2012 11:40 am

Any complaints on suggestions for this one now that the new map has been live for a couple of week?
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Re: Rorke's Drift. [BETA]

Postby Dukasaur on Fri Apr 06, 2012 11:26 am

koontz1973 wrote:Any complaints on suggestions for this one now that the new map has been live for a couple of week?

I've only had time for one game so far, and it's still in the early stages. I'll tell you more in a few weeks.
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Re: Rorke's Drift. [BETA]

Postby koontz1973 on Fri Apr 06, 2012 11:30 am

Dukasaur wrote:
koontz1973 wrote:Any complaints on suggestions for this one now that the new map has been live for a couple of week?

I've only had time for one game so far, and it's still in the early stages. I'll tell you more in a few weeks.

Thanks, the large games (4+ players) are playing as it is supposed to with the added level from the front line bombardments. This seem to neutralise the chieftain auto deploys though in flat games. As for 1v1, played a couple and won both. Both times went first though so still unbalanced for this. Asked HA to think about it and come up with suggestions. Not really sure though the 1v1 game can ever be balanced though with this many territs in play.
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Re: Rorke's Drift. [BETA]

Postby DiM on Fri Apr 06, 2012 12:08 pm

going first does not give you a big advantage if your dice suck :D
i just started first deployed 6 and attacked 9v5. it ended 3v5 :(
in another game my opponent started first and deployed 2 troops on 3 terits adjacent to chiefs. so he made 3 attacks 5v5 and won 2 of those attacks!!! so before i even started my game, my opponent already had 2 chiefs :P

anyway, my point is that whoever manages to get the first chieftain is most likely a winner. given decent dice this actually means the starting player is the one that has a huge advantage.

tweaking the neutrals in the chiefs will not solve the problem. so i think this needs a new approach.
something to prevent getting a bonus so quick.
what if you change the map to something like patch wars? make each chief start neutral and give a bonus of +1 and then give a bonus for the whole continent of that bonus.
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Re: Rorke's Drift. [BETA]

Postby koontz1973 on Fri Apr 06, 2012 12:31 pm

Thanks DiM, been thinking along those very same lines but looking at the layout is giving me problems. The bonus areas are very large compared to most maps so 3 of the bonuses would not be taken till very late in the game. This causes dead space. So lets split the 2 very large ones into 2 and introduce 2 new chieftains.

What I propose is to have...

Cheshwayo split. Mandla becomes a new chieftain with sibongiseni, sanile and sakhile.
Dabulmanzi split 3 ways. Nhlakaniph becomes new chieftain with themba, hlanlo, wandile, xolo.
Enlarge Jadzia to include all 150 yard line territs within the Dabulmanzi bonus zone. This gives it 3 new territs.

Let me do a mock up so you can see what I am thinking. Post it tomorrow but it should make a good map great. I will not remove any territs.
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Re: Rorke's Drift. [BETA]

Postby DiM on Fri Apr 06, 2012 12:40 pm

that sounds good to me.
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Re: Rorke's Drift. [BETA]

Postby koontz1973 on Fri Apr 06, 2012 11:13 pm

Click image to enlarge.
image

Here is the mock up of what I was thinking but now that I see it, I hate it. The only good thing about this is Shaka getting 3 extra territs which are all in the kill zone. So that is bad as well.
Sorry to say it, but I think it is going to stay as is.
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Re: Rorke's Drift. [BETA]

Postby greenoaks on Sat Apr 07, 2012 1:23 am

switch Cetshwayo with Manelesi then Mandla can become a chiefton and pick up Nathi, S'bonelo and Sibusiso
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Re: Rorke's Drift. [BETA]

Postby koontz1973 on Sat Apr 07, 2012 3:41 am

greenoaks wrote:switch Cetshwayo with Manelesi then Mandla can become a chiefton and pick up Nathi, S'bonelo and Sibusiso

Sounds like that might work.
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