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Re: 1v1: Promontory Summit [10.3.14] BETA

Maps that may be nearing the end of production. Finalize maps here, while testing.

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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jonofperu on Thu Jun 25, 2015 10:14 am

I'm playing this map for the first time and trying to figure out the endgame strategy.
It seems like more of a race to the round limit than a race to the gold spikes.
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Donelladan on Fri Jun 26, 2015 6:15 am

Personally, I kind of hate this map.
If you have better dice than your opponent, then you have strong chances to get objective first, hold it and win.
If somehow dice are normal for both side - then yes you gotta wait for a round limit. And it's boring.

Now imagine if you forgot to put a round limit on it...
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jonofperu on Fri Jun 26, 2015 8:30 am

Exactly. And you can get to the objective first with better dice, but all your opponent has to do is bomb you off the bridge.
So it's extremely unlikely that one player will get far enough ahead to hold the bridge AND the spikes... therefore it goes to round limit.

And if you get behind in the dice fight against neutrals you can only hope your opponent takes the extra spike neutrals and gives you an opportunity to use attacker advantage to even things up attacking him...
If you desperately try to sieze the objectives before the round limit since you're behind in troops, he will just bomb/attack you and unless he gets really bad dice, attacker advantage + troop advantage hands him the win.
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby ManBungalow on Fri Jun 26, 2015 3:13 pm

Admittedly a very linear map, but nevertheless there's some strategy to be had, just a different kind of strategy to what we're used to! If you're looking for classic gameplay, I can give you a list of all the maps with classic gameplay.

Otherwise just remember to put a round limit on your games; even random map games!
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jonofperu on Tue Jul 07, 2015 10:31 pm

I've now finished several games on this map.
It has a simple, basic strategy. Once you figure it out, there isn't really much to do.
If there's no round limit, it's broken.
If there IS a round limit and you get good dice against the neutrals and end up ahead of your opponent, then you just wait for the round limit...
No sense in taking the objective and letting your opponent have attacker advantage. It's too easy to break the objective.

So this map has a great concept - straight up 1v1.
But its all about who gets better dice against neutrals.
There are a few details to pay attention to, but I think the gameplay is deficient.
Maybe not broken, but sub-par.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jonofperu on Tue Jul 07, 2015 11:16 pm

These are some great observations / suggestions to improve it! (I don't agree with all)

josko.ri wrote:If you have 2 options (take objectives or attack opponent's zone) it is much more playable than if you have only one option (take objective).


T21b wrote:Suggestions for improvements:
1. two bridges each side, identical neutrals north and south
2. the 4 spikes should all have +2s
3. a 5th (central) spike should have a +4
4. no bombardment of bridges from the start zone, maybe from the 4th +1 neutral along the line, or so
5. bridges reset to neutral start of each round (ideally set to a neutral value = to the round number! else to 10)

A final suggestion (but might undo the intent of the author:
6. if someone holds all the spikes (whether 4 or 5) but has not the victory condition yet, allow to attack further into the opponents line (this gives another way to win - elimination of opponent troops - or at least an alternative strategy.


TheCrown wrote:1. Those middle spikes (gold & silver) should also have a +1 or something to help the enemy to engage. Many games people just sit at the end of their line and just wait for the other person to take the gold spike in front of them. That means that the first player to take those middle 8 neutrals out get punished and nothing for their efforts.


I don't actually agree with giving complete access to the opponent's zone, but I think you need something more than the objective to spice things up.
1. There needs to be a bonus or autodeploy on the spikes so there is a reason to take them before your opponent.
Without this, if you get ahead against the neutrals, the best strategy is to sit and wait for round limit.
2. Perhaps more bridges or other ways to affect your opponent - maybe you can control the indians and sabotage... I like the limited access to each other's sides, but I think the bridge idea can be expanded.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby degaston on Tue Jul 07, 2015 11:59 pm

The mapmaker won't even fix the "Morman" typo. I wouldn't count on any gameplay changes at this point. Then there's the problem of the foundry being broken.
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