Poker Club [Quenched]

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Which version is easier to see the army numbers on?

Poll ended at Thu Oct 02, 2008 6:09 am

Version 12
2
22%
Version 13
7
78%
 
Total votes : 9

Re: Poker Club [Quenched]

Postby happy2seeyou on Sun Sep 14, 2008 9:28 pm

I have 10 games going on this map right now. It's looking pretty fun. Do the same cards get picked for every game with 4 player doubles? I
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Re: Poker Club [Quenched]

Postby edbeard on Mon Sep 15, 2008 1:20 am

happy2seeyou wrote:I have 10 games going on this map right now. It's looking pretty fun. Do the same cards get picked for every game with 4 player doubles? I


certain cards were picked out to be the starting areas on the map. all the other cards were made to have a neutral start. they were done so that the best start anyone could have is 2 pair and they made they as unlikely as possible. I can't remember how many starting cards they picked. I believe it was 16 so that every game type starts everyone with a minimum of 2 cards and a max of 5.
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Re: Poker Club [Quenched]

Postby yeti_c on Mon Sep 15, 2008 2:47 am

edbeard wrote:
happy2seeyou wrote:I have 10 games going on this map right now. It's looking pretty fun. Do the same cards get picked for every game with 4 player doubles? I


certain cards were picked out to be the starting areas on the map. all the other cards were made to have a neutral start. they were done so that the best start anyone could have is 2 pair and they made they as unlikely as possible. I can't remember how many starting cards they picked. I believe it was 16 so that every game type starts everyone with a minimum of 2 cards and a max of 5.


Correct - there is an illustration of the starts on the first page of this thread.

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Re: Poker Club [Quenched]

Postby NoobX2000 on Mon Sep 15, 2008 3:08 am

you shouldn't be able to play "no cards" on this map :D
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Re: Poker Club [Quenched]

Postby watkinsdouglas on Mon Sep 15, 2008 10:26 am

This is a great map, my only concern is that when you are playing as red, it gets really hard to see your troops.

But thanks for the great, original, idea!
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Re: Poker Club [Quenched]

Postby utmbrad1 on Mon Sep 15, 2008 4:51 pm

I am currently playing in a match. One of the problems I am having is seeing where the ownership of the card is. Could it be possible to darken the circle?
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Re: Poker Club [Quenched]

Postby G_M on Tue Sep 16, 2008 1:14 am

Great idea and really fun as well.

My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.

Maybe one must stick to 8 player games.

A suggestion is to start all fields off with 2 troops instead of 3.
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Re: Poker Club [Quenched]

Postby pamoa on Tue Sep 16, 2008 2:29 am

G_M wrote:Great idea and really fun as well.

My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.

Maybe one must stick to 8 player games.

A suggestion is to start all fields off with 2 troops instead of 3.

I agrre there is a balance problem.
Either you lowerneutral to 2 or even 1.
Or you lower the bonus scale, lets say divide by 2.
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Re: Poker Club [Quenched]

Postby yeti_c on Tue Sep 16, 2008 5:35 am

pamoa wrote:
G_M wrote:Great idea and really fun as well.

My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.

Maybe one must stick to 8 player games.

A suggestion is to start all fields off with 2 troops instead of 3.

I agrre there is a balance problem.
Either you lowerneutral to 2 or even 1.
Or you lower the bonus scale, lets say divide by 2.


Bonus scale shouldn't be touched - as you're missing the other side of this -even if you own the whole map the most bonus you can get is 15.

I might be tempted to lower the neutrals to 2 - but I'd be a bit worried that 1st turn takeouts would be more likely then.

Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.

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Re: Poker Club [Quenched]

Postby G_M on Tue Sep 16, 2008 7:54 am

yeti_c wrote:Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.

C.

Well if someone drops 2 pair, he could theoretically have a full house in 1 turn. The opponent might have 2 neutral cards to go through before breaking th bonus. Basically impossible.
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Re: Poker Club [Quenched]

Postby yeti_c on Tue Sep 16, 2008 8:25 am

G_M wrote:
yeti_c wrote:Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.

C.

Well if someone drops 2 pair, he could theoretically have a full house in 1 turn. The opponent might have 2 neutral cards to go through before breaking th bonus. Basically impossible.


Remember - if they have 2 pair - you're more likely to have two pair.

There is NO way to stop any one dropping a bonus - short of only assigning 4 starting cards and limiting the map to 4 players...

That is part of the limitations of the 2 player game. - Many maps here at CC allow dropping of bonuses on the start - a lot of maps here really suck for 2 player - as the 1st player to go strips the other player of many bonuses before they even start.

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Re: Poker Club [Quenched]

Postby gdeangel on Tue Sep 16, 2008 7:14 pm

I have an "aesthetic" comment on this map. This is probably the only map where the territories are colored white, which looks great, but with the number of neutrals, trying to use map inspect with BOB really doesn't work at all. Just want to point this out. An easy way to fix would be to use bigger troop circles that were black or something like that, so that the BOB highlights would show up on them. Maybe someone else has other ideas?
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Re: Poker Club [Quenched]

Postby Knight2254 on Tue Sep 16, 2008 10:21 pm

gdeangel wrote:I have an "aesthetic" comment on this map. This is probably the only map where the territories are colored white, which looks great, but with the number of neutrals, trying to use map inspect with BOB really doesn't work at all. Just want to point this out. An easy way to fix would be to use bigger troop circles that were black or something like that, so that the BOB highlights would show up on them. Maybe someone else has other ideas?



I agree with GD.

Also, I think it is far too easy to get a royal flush from clubs. The Ace, Jack, and King are all connected and the other cards are not hard to get. Especially because you pretty much have to get a flush on the way to getting the royal flush based on the the way the cards are setup.
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Re: Poker Club [Quenched]

Postby yeti_c on Wed Sep 17, 2008 1:33 am

RE: BOB - I'm gonna code in a "neutral toggle" so that you can have the neutral hovers in black or white - Notice that CC City Mogul is also affected by this - albeit not as much.

RE: Club Royal Flush - Yeah this one has been pointed out I'm in 2 minds.
a) Leave it there as there have to be *some* ways of getting these bonuses.
b) Swap the Queen over to the right with another queen (possibly hearts). (I need to check the viability of that first though)

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Re: Poker Club [Quenched]

Postby Snowman on Wed Sep 17, 2008 3:51 am

Don't know if anyone has pointed this out but on the legend, a Full House is shown as being worth 9 armies but in the gameplay it seems to only give 8.
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