Das Schloß [QUENCHED #2]

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Postby Herakilla on Wed Dec 12, 2007 9:30 pm

i like the concept, but you will have to put a huge decay on certain territories where players can cut off other players easily such as the check points, whoever can hold those (fat chance i know but still) will effectively be free to roam!
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Postby mibi on Wed Dec 12, 2007 10:18 pm

this map needs a backstory or something... right now it looks like a Minard on acid.
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Postby cairnswk on Thu Dec 13, 2007 3:19 am

mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.


Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas :)
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Postby MrBenn on Thu Dec 13, 2007 7:37 am

Just a thought; you could ease congestion on the cablecar, by allowing each car to attack the 2 either side:

  O |
/ | /
| O
\ | \
  O |
/ | /
| O
\ | \
  O |
/ | /
| O

Does that make sense? (sorry about the naff text picture!)
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Postby mibi on Thu Dec 13, 2007 9:15 am

cairnswk wrote:
mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.


Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas :)


Minard

and a back story would just be a blurb on what is going on, not related to gameplay.

Like time period, who is what, whats the point, because when you add up the foreign language, foreign gameplay, and foreign looking map, its all quite foreign... a back story would help orient people a bit. In all my ignorance of the subject, it looks like a recreation of the germans invading antarctica in WW2.
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Postby yeti_c on Thu Dec 13, 2007 9:26 am

mibi wrote:
cairnswk wrote:
mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.


Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas :)


Minard

and a back story would just be a blurb on what is going on, not related to gameplay.

Like time period, who is what, whats the point, because when you add up the foreign language, foreign gameplay, and foreign looking map, its all quite foreign... a back story would help orient people a bit. In all my ignorance of the subject, it looks like a recreation of the germans invading antarctica in WW2.


http://www.imdb.com/title/tt0065207/

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Postby bryguy on Thu Dec 13, 2007 9:36 am

wonder what this map would be like if all the wording was in german :twisted:



Wahrscheinlich etwas wie dieses, aber es kann nicht sein, könnte es am Ende anders sein, aber immer noch, ach, und ich wäre völlig durcheinander, indem sie
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Postby cairnswk on Thu Dec 13, 2007 10:08 am

mibi wrote:
cairnswk wrote:
mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.


Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas :)


Minard

and a back story would just be a blurb on what is going on, not related to gameplay.

Like time period, who is what, whats the point, because when you add up the foreign language, foreign gameplay, and foreign looking map, its all quite foreign... a back story would help orient people a bit. In all my ignorance of the subject, it looks like a recreation of the germans invading antarctica in WW2.


thanks mibi....you input is most valuable as always :) poor old Minard
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Postby cairnswk on Thu Dec 13, 2007 10:10 am

MrBenn wrote:Just a thought; you could ease congestion on the cablecar, by allowing each car to attack the 2 either side:

  O |
/ | /
| O
\ | \
  O |
/ | /
| O
\ | \
  O |
/ | /
| O

Does that make sense? (sorry about the naff text picture!)


It makes very good sense MrBenn. thank you. I had thought about it but just not put it forward.
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Postby cairnswk on Thu Dec 13, 2007 10:12 am

bryguy wrote:wonder what this map would be like if all the wording was in german :twisted:


Goodness, Minard would have a dreadful time,
I think if people really want to know what the german is they'll google or similar; and the foregin language i think adds to the war reality of the map.
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Postby bryguy on Thu Dec 13, 2007 10:16 am

cairnswk wrote:
bryguy wrote:wonder what this map would be like if all the wording was in german :twisted:


Goodness, Minard would have a dreadful time,
I think if people really want to know what the german is they'll google or similar; and the foregin language i think adds to the war reality of the map.




yea ive been using google all day, here is this page in german :)


http://translate.google.com/translate?u ... en&ie=UTF8






note: if u want to read what it says in english, then hover your mouse over the word that u want to know
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Postby cairnswk on Fri Dec 14, 2007 1:39 pm

Mmmm...i'll do something on this one later today.
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Postby cairnswk on Fri Dec 14, 2007 6:16 pm

Version 8 Update:

Changes:

1. movement in the legend
2. background story attached in the legend
3. new cablecar attack route possibility for discussion
4. Capture objective changed from Bahnhof to Commader Willy

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Postby cairnswk on Fri Dec 14, 2007 8:04 pm

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.
Thanks
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Postby edbeard on Fri Dec 14, 2007 8:50 pm

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.
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Postby tim02 on Fri Dec 14, 2007 9:57 pm

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
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Postby cairnswk on Fri Dec 14, 2007 10:24 pm

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


tim02...there will be started in the SW, but there were also germans in the town and at the airport. the germans have been removed from the castle in this instance to allow for more conquering to take place there.
Appreciate your input.
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Postby Coleman on Sat Dec 15, 2007 3:21 am

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.
Thanks
Still has 4 days, and if you fit all my requirements you have to move to Main Foundry, so checking that now.
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Postby cairnswk on Sat Dec 15, 2007 3:34 am

Thanks, Coleman :)
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Postby cairnswk on Sat Dec 15, 2007 4:27 pm

Cable car access discussion....

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Postby edbeard on Sat Dec 15, 2007 4:30 pm

not sure if you just skipped over my post since it was the last on the previous page cairnswk?
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Postby cairnswk on Sat Dec 15, 2007 5:15 pm

Yes edbeard, i had skipped over it deliberately as I was wanting to give it more thought.... :)

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.


the idea of making two ways up the cable (or even more as has been discussed previously) was so that everyone didn't have to take the same route.

There is always every opportunity just to have one car there (as this was in the original storyline), but everyone is telling me different things at present so i'm just trying to ascertain what people are going to be happy with.


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.


Yes they could do that, but they'd also do that in every other scanario that could be used in respect of a cable car asacent configuration.

I would have thought though that someone wouldn't want to block the Kontrols, as they'd need every available army to get up the cablecar and secure something in the castle to give them the opportunity of holding the required tert there. Maybe at a later stage then they'd want to block it.


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.


OK....i can change the bonuses here.
Would +2 for every 3 terts in each area be more appropriate for a bonus? or something along those lines, rather than +2 for every tert held.


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.


no but don't forget because of the start positions you constantly accumulating 4 bonus points every turn anyway, so that still gives you some firepower to get somewhere, doesn't it?
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Postby edbeard on Sat Dec 15, 2007 5:25 pm

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)
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Postby cairnswk on Sat Dec 15, 2007 5:51 pm

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)


I agree with all that you've said.
Yes it does require an xml update if "starting positions" on the SW are going to be one per player, although the town and airport area don't really matter in who starts where. That could still be open for interpration/discussion.

So regards the bonuses....would you be happy with (using the formula below):
for every x terts in the airport and town, + y
a. 2, 1
b, 2, 2
c. 2, 3
d. 3, 2
e, 3, 1
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Postby edbeard on Sat Dec 15, 2007 6:04 pm

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.
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