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Re: Feedbacl on Final lap

PostPosted: Tue Feb 11, 2014 10:40 am
by agentcom
GeeksAreMyPeeps wrote:
dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)

I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.


The two territ solution is an interesting way of keeping nukes from doing what you described, but I always thought that that was part of the game with nukes and several maps that are like this. You're really playing to try to get that right nuke card. Similar things happened recently to a teammate of mine in a Baseball game. He was playing one strategy, and his opponent was playing for the cards. Opponent got a couple of lucky nukes and won the game. Without the nukes, the game would've gone to my buddy.

This isn't necessarily "imbalanced." It's just playing the settings to your advantage and getting lucky. But, again, the two-stage "solution" is an interesting idea that could be incorporated if the mapmaker likes.

Re: [Beta] The Conquer 500

PostPosted: Tue Mar 04, 2014 4:33 pm
by c c
i like that All pit equipment can assault the pit but im not sure if i care to much for some one catching up by the Pit stop Bonus +5 for holding your entire car, pit crew, and 1 of each pit equipment. it will allow someone who gets control over the pits to get back into the race faster

Re: [Beta] The Conquer 500

PostPosted: Mon Mar 10, 2014 11:11 am
by Falkonet
Sell logo to tournaments on the cars and fields

Re: [Beta] The Conquer 500

PostPosted: Tue Mar 11, 2014 8:49 pm
by Gilligan
The images were updated (I was notified that Final Lap still said killer 100 instead of 40)

Re: [Beta] The Conquer 500

PostPosted: Wed Mar 12, 2014 11:44 am
by iAmCaffeine
When's this map coming out of beta? I love it.

Re: [Beta] The Conquer 500

PostPosted: Fri Mar 14, 2014 11:07 am
by dolomite13
Gilligan wrote:The images were updated (I was notified that Final Lap still said killer 100 instead of 40)


Image and xml linked in the first post of the thread have final lap at 40

=D13=

Re: [Beta] The Conquer 500

PostPosted: Tue Mar 25, 2014 4:24 pm
by Jdsizzleslice
I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.

Re: [Beta] The Conquer 500

PostPosted: Tue Mar 25, 2014 5:17 pm
by Gilligan
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Re: [Beta] The Conquer 500

PostPosted: Tue Mar 25, 2014 6:40 pm
by Jdsizzleslice
Gilligan wrote:
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Well by that time toe opponent gets 40 troops then you're screwed.

Re: [Beta] The Conquer 500

PostPosted: Wed Mar 26, 2014 6:10 am
by iAmCaffeine
Jdsizzleslice wrote:
Gilligan wrote:
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Well by that time toe opponent gets 40 troops then you're screwed.


Then get better and don't get kicked off the track..

Re: [Beta] The Conquer 500

PostPosted: Thu Mar 27, 2014 2:17 am
by iancanton
the map is designed to make sure that it's very difficult (though not impossible) to win if u've been forced off the track.

ian. :)

Re: [Beta] The Conquer 500

PostPosted: Thu Mar 27, 2014 9:30 pm
by dolomite13
Yep if your forced off the track it is possible to get back in the game. Especially in an escalating game but is certainly is difficult.

=D13=

Re: [Beta] The Conquer 500

PostPosted: Fri Mar 28, 2014 10:44 am
by Jdsizzleslice
iAmCaffeine wrote:
Jdsizzleslice wrote:
Gilligan wrote:
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Well by that time toe opponent gets 40 troops then you're screwed.


Then get better and don't get kicked off the track..

Do you always have a spurious post for everything? Geez... Lol.

Re: [Beta] The Conquer 500

PostPosted: Mon Mar 31, 2014 10:27 am
by iAmCaffeine
Jdsizzleslice wrote:
iAmCaffeine wrote:
Jdsizzleslice wrote:
Gilligan wrote:
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Well by that time toe opponent gets 40 troops then you're screwed.


Then get better and don't get kicked off the track..

Do you always have a spurious post for everything? Geez... Lol.


It's not spurious and your comment was stupid.. Next.

Re: [Beta] The Conquer 500

PostPosted: Mon Mar 31, 2014 5:29 pm
by dgz345
iAmCaffeine wrote:
Jdsizzleslice wrote:
iAmCaffeine wrote:
Jdsizzleslice wrote:
Gilligan wrote:
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Well by that time toe opponent gets 40 troops then you're screwed.


Then get better and don't get kicked off the track..

Do you always have a spurious post for everything? Geez... Lol.


It's not spurious and your comment was stupid.. Next.


you guys are just trolling.

i liked this map because of the uniques and its like maximus but with bonuses and more fun!!

and i dislike when the opponent goes to throw me of the track early xD

5/5

Re: [Beta] The Conquer 500

PostPosted: Wed Apr 02, 2014 3:48 am
by facet
[beta map challenge]

I loved the loop.

I disliked trying to figure out how the territories were linked together. How do you get 'into' another car?

Re: [Beta] The Conquer 500

PostPosted: Thu Apr 03, 2014 10:00 pm
by dolomite13
facet wrote:[beta map challenge]

I loved the loop.

I disliked trying to figure out how the territories were linked together. How do you get 'into' another car?


Can only get into your own car from your pit crew... once you lose the crew you cant get attack any car ... the pit equipment is one way to bombard other cars.

=D13=

Re: [Beta] The Conquer 500

PostPosted: Fri Apr 04, 2014 2:49 pm
by snizzake
Ok, maybe I am a total n00b, but can someone explain to the the general concept of this game and how it is won? It makes no sense to me at all.

Re: [Beta] The Conquer 500

PostPosted: Thu May 22, 2014 11:00 am
by Gilligan
              Quenching

---The Beta period has concluded for the Conquer 500 Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

Congratulations dolomite13, your shiny new medal is well-earned =D>


Conquer Club, enjoy!
              Image

Gilligan

Re: [Beta] The Conquer 500

PostPosted: Thu May 22, 2014 4:47 pm
by iAmCaffeine
Finally! Wahoo!

Re: The Conquer 500

PostPosted: Wed May 28, 2014 11:06 pm
by dolomite13
Can you believe we are closing in on 5 years since the original post.

Wow!!!

=D13=

Re: The Conquer 500

PostPosted: Thu May 29, 2014 8:33 am
by iAmCaffeine
Has any map ever taken longer in the production line?

Re: The Conquer 500

PostPosted: Wed Jun 11, 2014 3:55 am
by ManBungalow
iAmCaffeine wrote:Has any map ever taken longer in the production line?

Das Schloss took a while, not sure exactly how long though.

Research and Conquer (in the main foundry at the moment) has been around for nearly 6 years now.

Re: The Conquer 500

PostPosted: Mon May 25, 2015 1:45 pm
by SiriusCowKing
Although very unlikely, I found out that there is a way to have a stalemate on this map if there is no round limit in a game.

Player x capture a pit stop item, player y capture a different pit stop item. Player x bombard player y's crew, then player y bombard player x's crew. The pit stop items can no longer be reached by any mean and so they cannot be eliminated from the game.

The map needs an objective to prevent this from happening. I suggest controlling the entire road, every positions on every segments.