tim02 wrote:I think the starting positions should definetly be to the SW and it's more of a race then then letting people start in the airport or town
Still has 4 days, and if you fit all my requirements you have to move to Main Foundry, so checking that now.cairnswk wrote:Coleman... i cannot see the poll from 1st post on page 1 so i am unable to determine if this has finished.
Could you check please, and if finished, please pull down.
edbeard wrote:why am I not going to go the same route up the cable cars that the person did before me? It seems like theres a bunch of cars just because you can fit a bunch of cars there.
I'm not sure there is any way to make it so that the alternate route won't be used by the second person. Unless I leave more armies on the cars than the neutrals on the other routes. Maybe this is enough reason to put that extra route. But, they could always put armies on the Kontrol areas to block you anyway.
In terms of strategy, I'm going to do my best to control the whole airport and lower area, then hold off my opponents saving the castle for the very end. I don't think you've addressed the 'problem' of the castle being the last area players will go. Maybe this is what you want, but it just seems silly to me.
The only other time people are going for the castle are if they are cut out of the east side of the lower german area (and/or the airport). Now, you have to go through all of that mess just to get back around the bend. There's no bonuses for you at the castle. You've all but lost already.
edbeard wrote:problem with the bonuses and the setup as it is now, is that there's a big incentive to knock someone out of either the airport or the lower area. Since I start out with 7 armies to deploy, whoever goes first has a huge advantage. They could knock someone out right away and that person is already at a big disadvantage without even getting to play a turn.
I just think the gameplay as it is now isn't very good. Going first gives you a big advantage. I think possibly making the castle area have better bonuses than the airport or lower area is a smart idea. This gives an incentive for going after the castle, and gives you a chance if you're forced to go that way. It would probably be smart to make the bonuses for the german/airport areas require multiple territories or something so that going first isn't such a huge advantage (though this may be tough considering everyone only starts with so few territories).
Correct me if I'm wrong, but this map needs an XML update if you want it to go live correct? Since you want each person to hold one army in each of the three starting areas? (I think I asked this before, but I don't think you said you definitely want it to be this way)
edbeard wrote:well I think an important question is if you want the territories to be used in multiple bonus areas?
Because, unless you designated +2 for 2, +4 for 4, by saying +2 for 2 territories, you're also implying +6 for 3 territories. I don't think that's a good idea.
So, maybe give the castle a +2 per territory so there's an incentive to get there. And, maybe +2 for every two (+4 for 4, +6 for 6....) in the other areas. It makes them good to get, but not overly powerful. I'd like to see other people's thoughts on this though because more perspectives always helps.
Night Strike wrote:As of right now, the objective is the only way to win because the person territories in the lower right can't be attacked once held. Are you meaning to make it objective win only???
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