Moderator: Cartographers
cairnswk wrote:AAFitz wrote:Its still very unbalanced.
AA is still the only point of the game.
and im not at 90 games, im at 130
the first 90 were just awesome.
the last 40 were insanely boring. Im not trying to be negative here. On the contrary, Im being positive. The map was simply awesome before the update.
that extra bonus for the chuttes ruined it. If you need, I can go into at least 7-10 games with other players saying the same thing.
The map needs more balance, so AA is not the only focal point. Otherwise, you might as well just delete the entire right hand side of the board.
Those bonuses need more power. The chuttes give you 8 auto deploy, and 8 to drop. Thats a 16 bonus, with the other ones being at 7, or 4 or 5
Resetting the AA to 5 will help, but it will be the same.
I will simply hit the AA, demolish the other player...move out of AA...and then the other player has to not only hit my stack....but even hit the AA too
It will help, but it wont balance the map.
3/4 of the games played on it are 1v1. A good 1v1 map makes for a good map.
It is slow, but now its still slow, but now its also boring, because AA is the only point of the entire game.
Do not let this opportunity slip by to use the potential this map provides. Its clear you dont believe me, because you entirely ignored my suggestions after a couple of slow games.
I myself am not even basing it on my games, but the other players that have complained about the same thing....who all have played it more than you.
Again, the first one was near perfect...it just needed a little more balance. It just needs to give a chance for a drop in the upper right, and the lower right...the bonuses are so low right now as to be pointless.
but on turn one, a 16 extra bonus just makes the map unbalanced, or at the very least a dice shootout.
It gives player one an advantage to a ridiculous degree.
If I have to, Ill find all the comments Ive had in the recent games to back it up...or... just assume I simply not making it up, and not guessing...and am basing it on 130 games, on nearly all the same settings.
Im sorry if im being too passionate here, but its only because the map was just so awesome when it was re-released. Being able to win from more than one spot and more than one area, just made it awesome, and required some serious guessing as to what the other player will do. Now, there is no question what the other player will do. They will aim every single army at AA, and wipe out the chutte area, because it is virtually the only possible way to win. Player one then gets an extra 16 armies to work with, so its essentially a game on doodle, when it could be a game of stratego instead.
AAFitz, i told you before that i repsect your opinion, however 1v1 is not the only type of game played on this map.
It is not that i don't beleive you because i do, but don't you think it would be nice that I as mapmaker get an opportunity to experience the gameplay myself. Afterall this is Beta and this is where things are tested.
And then there is the opinion of others to be considered. Afterall you also are not the only player in CC.AndrewB wrote:Just mentioned AAFitz's post. I 100% agree with him. Why was that free deploy in the chutes was added???
So to all, bare with me please...I did make a judgement call that appears to be wrong in inserting the C1-y2 extra bonus. So it will be removed.
Here is the new Version 43....if this is more acceptable, please let me know.
cairnswk wrote:
Here is the new Version 43....if this is more acceptable, please let me know.
Tiller wrote:Just to throw in my two cents again...
I've now had games on the map that were completely in the old style, and in the revamp style with the map change before and after the change of the extra armies on the two territories after the parachutes, and team games that lasted through all three styles and the subsequent chaos and strategy alterations of the changeovers (going from one map to the other completely changed everything due to random replacements everywhere and is slowly giving us the win in our remaining active game when we were losing badly before). I don't have AAFitz's level of experience with single player, but I've only lost one game on the map in any style so far, and that was to him in a freestyle assassin game that was very close all around (and was also affected by the 2nd changeover).
I agree, mostly, with AAFitz's review of the unbalancing that the post-parachute armies did to to 2-3 player games and how absurdly powerful the AA gun is there. I also agree with Cairns' initial assessment that games with more than 3 people badly need the extra general income available to everyone otherwise they'll take forever to finish. If the AA gun is made so it resets to neutral or loses armies every turn, that makes it more of a free-for-all again with many players, but it's still imbalanced in 1-vs-1 (though far more so with manual settings, it's not nearly over on turn 2 with auto).
Right now, in multiplayer, you want a big stack on the AA to protect your post-parachute bonuses but you don't dare use it much if everything else is balanced and many people have large stacks there, otherwise you lose it and your bonuses.
Reducing or eliminating the ability to stack on the AA makes everyone need to defend all their post-parachutes all the more, and the ones who don't get hammered, which then gives the advantage to anyone who just sat there and defended through the initial fight for the AA unless the winner was massively lucky and hit them hard enough too.
I do like the idea of giving other areas bigger bonuses, the lower right (which used to be so awesome with 3 AA guns) is especially pointless to take that huge undefendable ring for a mere +3. Also to take into consideration is that the smallness of the bonuses in general makes whether you have cards (especially escalating) so important, no-card games made even that +1 in the FS area an eventual massive advantage by using it to take other areas in my current remaining team game, nobody expected that to be a wedge into everywhere else, though the mixup of the changeover and mistakes by other teams helped a lot there too.
A no-card, non-manual 6+ multiplayer game that starts off with an impossible to hold resetting AA gun and less income from parachutes is going to be a massively long game or stalemate unless there's someone making a mistake to unbalance it in someone else's favour and get things going again.
And yes there's got to be a lot of people who make those mistakes because it's such a complicated map, and therefore the stalemates will be between the people who understand importance and unimportance of various areas of the map and settings.
So I guess I'm with those who are saying to increase the lesser bonuses so it's more equal in all quadrants, not necessarily get rid of the extra armies from the southwest or change the AA (though both will balance/unbalance things in other ways depending on settings and the people involved).
AAFitz wrote:Ok now that the chutte bonus is gone, you can now win from either the castle or the AA area, and that throws in a lot of strategic choices to be made.
What would be nice, is if the other corners could become players too....but not too much in the right corner, because of its proximity to the AA which still is very powerful.
Just a slight increase in the bonus or perhaps a decrease in the neutrals in these areas would be nice.
The upper left has the greatest potential if you can figure a way to make it like the castle area...so that if one drops up there, they can compete with the castle.
This would mean that in a fog game, you have at least 3 options for a drop, with equal chances of winning from them.
If this is done, it will become the most unique game play that I know of on CC. I certainly have not played enough to know exactly how it would even play out with that kind of change.
Just removing the chutte bonus evens it quite a bit though. I saw wins from AA area, castle area and even the occasional win from upper right, though that was really a fluke...
natty_dread wrote:Just one thing... why do you have two different texts for killer neutrals, "resets per turn" and "resets per round"? I'm pretty sure you can only have one kinds of killer neutrals? The thing is, this could well confuse new players into thinking that there's some difference in them...
phantomzero wrote:...
How does one know when these changes will take effect? Should I move my stack off of AA yet?
skillfusniper33 wrote:Is there any way in the XML code to make the decay increase as the rounds go by, or possibly by the number of troops on the board?
Right now the map seems alright, but all my games on it are with more than 6 people.
GloverParkDude wrote:flat rate multi, this has to be one of the gayest maps ever
Tiller wrote:Without seeing it in action, it's hard to say what will happen with these changes, that was a lot of bonus overhaul there (I expected a few more +1s or something, and mostly just a rebalancing between the northeast and northwest, which did happen but how that'll interact with the rest of the changes is hard to do the math for).
Will the neutral count of Offiziere be increased now since it's now not a dead end but a vital access point to an objective? I suspect the southeast is now too powerful (next to the AA and more armies unto itself), but maybe not, AAFitz would have a better idea of balance there, it's an interesting idea regardless though. Are C1-Y2 still getting both an autodeploy and +1 each, or was the southwest weakened to emphasize the new bonuses? I'm not sure giving the road and cablecar bonuses in themselves when they're made to break the bigger bonuses is good or bad. Overall I like the conciseness of the new legend, it's easier to understand. There's just a lot of changes all at once.
Edit: One thing I noticed is that you don't have the 3rd arrow type in the legend under the eagle's wing anymore on the map anywhere, that'll probably have to be edited.
bobdakota wrote:....
I have found that the area troop bonus are not worth the risk. They are too hard to hold and +3 troops doesn't do anything when you get over 100 guys for spoils. I can have 50 guys on both Wache Tomas and Kantrol 1 and still get slaughtered. Even if a guy moves 45 guys to UC3, he might as well attack Kantrol 1 because his guys are stuck there and can't move back. It costs a lot of men to try to get the +19. Not worth wasting 50 guys to try to gain 19, and only gaining 7.
With the fog on it is very hard to elimiante anyone. There is no way to tell where anyone is and no way to keep troops in any spot for more than 1 turn. The only way I see this game ending is if someone is able to hold the spots for a turn (not likely with 8 people) Or if a player can get lucky and take out another and get their spoils. If a player could take out another than it could really snowball. If I could take out a player with 4 spoils and I have 2, than there is a posibility that I could get 250 troops. It might go from anyones game to over in 1 turn.
Some games I like with the fog, but this one is near impossible. I can see this game still going for 2 months (unless guys quit playing to get booted)
I do have a plan right now, but since the game is still going on, I am not going to share it here.
natty_dread wrote:GloverParkDude wrote:flat rate multi, this has to be one of the gayest maps ever
You mean this map has sexual feelings to other maps of the same gender?
Seamus Corrigan wrote:I am in a flat rate multi, and it really is not working well. There seems to be really no chance of any player elimination....
Its rather easy to hold the map when you have most of it.
AAFitz wrote:...Now that the +1 bonus is gone im not sure the AA has to reset at all really, though resetting it, may very well have changed the unbalancing of the area but not enough. I personally dont think its necessary with the extra bonus gone.
And the only thing I still must add is that now that the castle is the key to victory, it is unbalanced again, unless you dont reset AA....and/or, just add one area of bonus up top even the two objective points as a bonus. And maybe the one objective point in the lower right.
That way, there would be a bonus for going for the objective, it would allow a bonus from almost anywhere
the key is the math.
the bounus in the castle is 7 typically ...perhaps a bonus of 10 for both of the upper objective spots and a bonus of 5 for the lower right one would be a nice addition because it would add armies to the board, would open up the objectives, and would mean it would be hard to know where someone was going to aim for.
Or a bonus for the and k1-k10 at say +5 would balance it with the castle almost perfectly
for the castle you need to hit 24 neutrals plus 4 of your opponents men. For the ks you need to hit 18 armies + 4 of your opponents armies. And hold 8 spots total for the bonus, which is very balanced with the castle.
You could even still add a bonus for the two objective points in the upper right too, of say 5 for holding both, which would nearly mirror the extra bonus in the castle for taking the rest of the territories...
natty_dread wrote:Its rather easy to hold the map when you have most of it.
Well DUHH
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