b00060 wrote:Easily the worst map on CC. I would love to be more constructive and start to list the reasons why, but there are way to many.
Why don't you just try, others have. It might improve things for others looking at you also.
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b00060 wrote:Easily the worst map on CC. I would love to be more constructive and start to list the reasons why, but there are way to many.
2010-09-10 00:22:17 - ender516: Say, cairnswk, the legend says "Add four runs on same line, bonus increases to +2", but BOB is telling me I have the -1 for Batter 2 and Deep Mid-On and the 2 for same plus Long-On 4.
2010-09-10 00:23:05 - ender516: Should the bonus with four runs override the basic batter/fielder negative bonus?
b00060 wrote:You drop plus 4 and you win, end of story.
ManBungalow wrote:Okay Cairns,
As you might realise, I'm a great fan of your maps on this site. Just looking at the image, I think that this map has potential to be great fun and make use of some fairly unique gameplay features.
In my opinion, the only real issues entail the various bonuses in the field itself (and the Mosa-Lefu border).
I feel that the Bowler should start neutral every time or have a lower auto-deployment bonus. Being able to begin with 4 bonus troops really punches a hole in the strategic aspect of this game. And due to the sheer number of borders that region has, it seems likely to affect a large number of games.
But as has already been made clear, the biggest flaw in the gameplay is the ability to begin your first turn with a whole bunch of negative bonuses for holding the fielders.
There are four solutions to this issue which I can suggest:
1] All fielders start neutral
This probably isn't such a good idea, as no player will have much incentive to attack any of the regions on the field.
2] Each player starts with an equal number of fielders as defined by the XML
A better option this time, but still makes it possible for a player to play late in round 1 and have only 2 troops to deploy. (unlikely, but you never know).
3] Fielders start neutral and each player begins with an equal number of 'Deep' (orange) regions
My favourite option. Having these troops in the field gives a player incentive to take fielders and other associated bonuses. It also makes the +2 (Bat, Field, Four) bonus much more useful and interesting.
4] Remove the negative bonus aspect
This could work nicely, but it might affect the gameplay plan you had in mind more than the other suggestions I have listed.
With all that said, this is your map - to change it or not is your decision. I'm just trying to help you push this into the realms of 'quality maps'.
b00060 wrote:Ok, for starters, you can have so many negative bonuses you don't even get a deploy.
The map is confusing as hell,
as are the bonus structures which can end a game before it even begins based on the initial deploys. I can't think of two more important aspects to a successful map than that. You can actually start with upwards of an 8 troop differential on initial deploy. All the negative bonuses are ridiculous. You drop plus 4 and you win, end of story.
Iron Maid wrote:It also looks like Mosa & Lefu border. This isn't the case.
MK6 is to far away from it's spot. Now it looks like MK6 is Max.
And indeed, those drops are hilarious.
Nephilim wrote:[Game]7602250 [/Game]
yikes, my partner drops -4 for his batter plus fielders! plus our opponent drops the +4 bowler....maybe a few changes are in order!
that aside, love your work, cairnsy....been waiting for this map for months!
natty_dread wrote:Just code the batters neutral?
natty_dread wrote:Why not just make the batters neutral?
ManBungalow wrote:natty_dread wrote:Why not just make the batters neutral?
This too. I was going to suggest it, but it slipped my mind.
ender516 wrote:Just so everyone can see what I asked about in the chat in Game 7602206:2010-09-10 00:22:17 - ender516: Say, cairnswk, the legend says "Add four runs on same line, bonus increases to +2", but BOB is telling me I have the -1 for Batter 2 and Deep Mid-On and the 2 for same plus Long-On 4.
2010-09-10 00:23:05 - ender516: Should the bonus with four runs override the basic batter/fielder negative bonus?
And by the way, I got the bowler in the drop, but I have not won.b00060 wrote:You drop plus 4 and you win, end of story.
I guess there's more of the story to tell.
natty_dread wrote:Even if you reduce the bowler autodeploy, it will still give a drop advantage unless you code it neutral.
joriki wrote:Sorry if I'm repeating things; I haven't read through the entire thread -- just two quick comments after starting a game on this map:
A +4 autodeploy that doesn't start out neutral gives a huge advantage and lets way too much of the game depend on the luck of the drop.
And the description of the "four runs" bonuses in the legend doesn't seem to match what actually happens: The description says that the "bonus increases to +2", which I would understand to mean that the +2 overrides the -1, but what actually happens is that a +2 comes on top of the -1, so the bonus only increases to +1.
Victor Sullivan wrote:joriki wrote:Sorry if I'm repeating things; I haven't read through the entire thread -- just two quick comments after starting a game on this map:
A +4 autodeploy that doesn't start out neutral gives a huge advantage and lets way too much of the game depend on the luck of the drop.
And the description of the "four runs" bonuses in the legend doesn't seem to match what actually happens: The description says that the "bonus increases to +2", which I would understand to mean that the +2 overrides the -1, but what actually happens is that a +2 comes on top of the -1, so the bonus only increases to +1.
Yes, that's what it means
briggs1209 wrote:Slight map error maybe ?
In the south african fan section the map implies that Lefu should be able to attack Mosa as there is a small section of shared territory - in reality you have to go through Tau to get to Mosa.
PS the +4 auto for the bowler is too much in my opinion - particularly in any two-player game. How about just +1
Commander62890 wrote:I've only played a couple of 1v1s here, but both times, one of the two players started out with a -4 to their deployment. The other player did not have any subtractions to their deployment. That's game over right there, regardless of dice.
Master Fenrir wrote:this +4 is deadly. If you're considering changing the Bowler to a neutral region, I really hope you decide to implement that.
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