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CRICKET: SILLY MID-ON

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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby ender516 on Sat Sep 11, 2010 10:42 pm

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 ;)

The post above by cairnswk indicates that he is changing this so that the +2 will override the -1.

EDIT: link to cairnswk's post fixed.
Last edited by ender516 on Sun Sep 12, 2010 3:32 pm, edited 1 time in total.
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby Master Fenrir on Sat Sep 11, 2010 11:45 pm

Cairns, you will find few on this site who are bigger fans of your maps than myself. I love all of your rail maps and Stalingrad is perhaps the most strategically diverse and excellent map available. However, I'm having big problems with this map.

I see that there's already been some discussion about the Bowler region. I'm not to hung up on the various -1 bonuses, as it's an inherent danger that can be dealt with, similar to the possible starts in USApocalypse.

However, this +4 is deadly. If you're considering changing the Bowler to a neutral region, I really hope you decide to implement that. As it stands now, the only way I can think to counter the possible damage a +4 auto drop on the other team would be to play this map exclusively with adjacent reinforcements, which makes from slower troop movement. However, the downfall to this is slower developing strategies.
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby briggs1209 on Sun Sep 12, 2010 11:32 am

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
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby ender516 on Sun Sep 12, 2010 3:36 pm

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


Again, see the earlier post by cairnswk, where he fixes the Mosa/Lefu border and reduces the bowler autodeploy to +2. This will happen once lackattack uploads the new files.
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Re: CRICKET: SMO ( BETA & LIVE)

Postby cairnswk on Sun Sep 12, 2010 5:07 pm

Thanks ender516 for batting for the team...

Below is for those who won't read previous posts.....this has been forwarded to lackattack for adjustment.

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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby cairnswk on Mon Sep 13, 2010 3:47 pm

This has now been updated by lackattack.
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby Commander62890 on Mon Sep 13, 2010 4:20 pm

Just stopping by to say that I think both the -1 deployment and the Bowler bonus could use some tweaking.

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.

Bowler could use some tweaks as well, but the -1s are the biggest issue for me.




EDIT: I see that some adjustments have already been made.
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby iancanton on Sun Sep 19, 2010 5:54 am

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.

this one's been solved nicely.

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.

i've analysed all 22 1v1 games started since the bowler autodeploy was reduced to +2 that have been completed. removing those involving the 3 ranks that have scores lower than complete noobs, we are left with 15 games. of these 15 games, player 1 won 12 (80%), while the person who received the bowler bonus in round 1 won 5 times out of 7 (71%).

this shows that, although having the bowler from the drop is a factor, who goes first is even more important. player 1 currently receives 8 troops for 24 regions, plus possibly +2 autodeploy for the bowler (roughly 33% chance).

we can kill two birds with one stone by setting the bowler as a starting neutral (perhaps a neutral-2). this means player 1 starts with only 7 troops for 23 regions in 1v1 (instead of 8 for 24), making it more difficult to knock down player 2's deployment immediately, while forcing someone who wants the bowler autodeploy to make an effort to conquer it.

ian. :)
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby army of nobunaga on Tue Sep 21, 2010 9:38 pm

i love your maps.. love your attitude..
but this map is a 5 unique win and hope I never hit in a random.

too linear with too many bonuses...

meaning...; in general on only a attacks b and b attacks c... and c attacks d. ... and too many bonuses for people landing in the right spot.


I think you did a map called actium (im not sure , but the point will stand) that map gets a lot of player flack as a map that well.. isnt much fun. .. But to me.. even that map is far better than this one.

Not to rub your work or make you mad. I appreciate the effort, it looks great... but to me its all about luck, not playability. If my opinion changes ill be the first in line to tell you how great you are and cricket is... but as of now, 1 star out of 10.


edit.. as i play this more... it should be called "Choke Point Silly!"
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby cairnswk on Wed Sep 22, 2010 3:43 am

thanks aon for your feeedback, and no offence taken
perhaps more games will reveal better results [-o<
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby army of nobunaga on Wed Sep 22, 2010 1:37 pm

You really are a class act dude.

Ill play it more and If I change my opinion Ill be the first to come back and apologize.


I have 2 quads games waiting.. It might have better results than these 1vs1.

In the 1vs1, I just couldnt get to his bonus round 1 and it was over.. round 2 the guy had a 22 army bonus waiting for himself round 3 :S



cheers and thanx for the work
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby army of nobunaga on Sat Oct 09, 2010 12:49 am

*mumble mumble* *eat crow* The gameplay is actually pretty tight unless you play 1vs1. Honestly.. hate to admit it, this will be one of my 8 man esc standbys.. *mumble more crow mumble*

thanx for the work on the map.
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby cairnswk on Sat Oct 09, 2010 1:47 pm

army of nobunaga wrote:*mumble mumble* *eat crow* The gameplay is actually pretty tight unless you play 1vs1. Honestly.. hate to admit it, this will be one of my 8 man esc standbys.. *mumble more crow mumble*

thanx for the work on the map.

Thanx for playing some more games to give yourself a better appreciation of the map. Glad to hear that you like it. :)
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby Leehar on Fri Oct 15, 2010 4:03 pm

I was just wondering, are you supposed to be able to drop mk6?
It just seems to be a bit weird considering all the other 6's are neutral, but if you wanted it like that, I guess It's ok
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby cairnswk on Fri Oct 15, 2010 4:20 pm

Leehar wrote:I was just wondering, are you supposed to be able to drop mk6?
It just seems to be a bit weird considering all the other 6's are neutral, but if you wanted it like that, I guess It's ok

Gees, nobody picked that up before. Thanks Leehar.
http://h1.ripway.com/cairnswk/cricket_smo_V27.xml
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby Commander62890 on Fri Oct 15, 2010 6:01 pm

cairnswk wrote:
Leehar wrote:I was just wondering, are you supposed to be able to drop mk6?
It just seems to be a bit weird considering all the other 6's are neutral, but if you wanted it like that, I guess It's ok

Gees, nobody picked that up before. Thanks Leehar.
http://h1.ripway.com/cairnswk/cricket_smo_V27.xml

I really like it that MK6 is not neutral. If it were neutral, the team that secured the middle of the map first would win nearly every time.

MK6 gives easy access to the middle... which means that even if a team secures the middle due to a great drop, the other team has a chance to come back and break Bowler without having to go through any brutal neutrals.
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby Leehar on Sat Oct 16, 2010 2:48 pm

Commander62890 wrote:
cairnswk wrote:
Leehar wrote:I was just wondering, are you supposed to be able to drop mk6?
It just seems to be a bit weird considering all the other 6's are neutral, but if you wanted it like that, I guess It's ok

Gees, nobody picked that up before. Thanks Leehar.
http://h1.ripway.com/cairnswk/cricket_smo_V27.xml

I really like it that MK6 is not neutral. If it were neutral, the team that secured the middle of the map first would win nearly every time.

MK6 gives easy access to the middle... which means that even if a team secures the middle due to a great drop, the other team has a chance to come back and break Bowler without having to go through any brutal neutrals.

Yeah, I just think it's probably important to have uniformity across the board.
I don't disagree with that, it's what made me realise that there was an error there in the first place with all the vulnerability at third man. In a lot of the games it starts becoming easy to also get the mk6, kevin and max bonus and I don't think that was what carins was going for.
However, as it is, it seems after 1 team holds the field with usually a +9/12 for fielders it becomes difficult to break with either the 6's or the umpires the only way in. (and results in a umpire or media complex bonus along the way) I think cairns still may need to work on this a bit more for balancing, I think the field turns out to be the area of contention and after that falls then it becomes difficult to continue. Otherwise the only other things of importance are the team bonuses around the stadium. But basically, what I'm seeing is that there's not enough other activity which I think there could be. For example, it really doesn't look to me that the batter/run bonuses are being managed in the best way, maybe you'll have better info on this, but I don't think anybody really feels the need to take them and they just serve as a detraction from the main battles which I'm not sure will come into use...
Anyway, those are just my 2 cents, but what do I know about maps anyway :oops:

Also, just another quick mention, it seems from the games I'm in that public 7 is neutral instead of public 8? And I'm just wondering about the reasoning behind the need for them being neutral? I personally feel that it's unnecessary (I just think there's way too many neutrals in static positions on the map) Just something to think about I guess...
And another q (I seem to be just running on and on ;)), uhm, you say that there are 3 media guys in the map?(with the three famous commentators-I just see 2), guess 3rdU was originally meant to be somebody?

Edit: Sorry, seems on your map of neutrals that public 7 is meant to be neutral, however, it also says that Mike Atherton needs to be neutral, which I don't think is the case?
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby turmeric on Tue Oct 19, 2010 2:02 pm

Hey,
Ive played the map a few times and I reckon its great. BUT as has been said, the batter bonus is pretty much non-existant. I think Ive played 20 times or so, and never once has the batter bonus come into play. Maybe it could be cahnged so the bonus is achieved with less batters held?
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby army of nobunaga on Mon Oct 25, 2010 11:48 am

the batter bonus comes into play if you play for it.... My team plays this map like the middle is GP in supermax...
And then the batters come into play big time. On 1vs1 I was able to get this bonus pretty easy too.

Im not sure how this map could be improved imo. It is heavily chokepointed and linear, but you can play with that and it actually adds some dimension to me.
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby MarshalNey on Mon Oct 25, 2010 3:55 pm

turmeric wrote:Hey,
Ive played the map a few times and I reckon its great. BUT as has been said, the batter bonus is pretty much non-existant. I think Ive played 20 times or so, and never once has the batter bonus come into play. Maybe it could be cahnged so the bonus is achieved with less batters held?
Cheers
Nick


Actually in my doubles game the Batter bonus has been the thing keeping us alive. This is a chaotic, but fun map in my experience. Hard to strategize until all the scrambling is done, like after Round 6... and even then, things are still very crazy. I've been nearly eliminated twice and my partner once, and we're now poised to win the game...
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby MrBenn on Fri Oct 29, 2010 6:01 pm

Cairns, how are things standing with this?
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby cairnswk on Fri Oct 29, 2010 8:57 pm

MrBenn wrote:Cairns, how are things standing with this?

Well, there was that little discussion recently about the batting bonus, but it isn't anything too great.
Most are happy with this i beleive. :)
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby MrBenn on Sat Oct 30, 2010 6:22 pm

cairnswk wrote:
MrBenn wrote:Cairns, how are things standing with this?

Well, there was that little discussion recently about the batting bonus, but it isn't anything too great.
Most are happy with this i beleive. :)

Do you want to play another over, or is it time for tea?
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby cairnswk on Sat Oct 30, 2010 7:19 pm

MrBenn wrote:
cairnswk wrote:
MrBenn wrote:Cairns, how are things standing with this?

Well, there was that little discussion recently about the batting bonus, but it isn't anything too great.
Most are happy with this i beleive. :)

Do you want to play another over, or is it time for tea?


Time for tea i think, I'm thirsty. ;)
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Re: CRICKET: SMO ( BETA & LIVE) V26

Postby Leehar on Tue Nov 02, 2010 12:34 pm

cairnswk wrote:
MrBenn wrote:
cairnswk wrote:
MrBenn wrote:Cairns, how are things standing with this?

Well, there was that little discussion recently about the batting bonus, but it isn't anything too great.
Most are happy with this i beleive. :)

Do you want to play another over, or is it time for tea?


Time for tea i think, I'm thirsty. ;)

Seconded, think it's really working well now, I'm still not particularly satisfied with the public neutrals tho, and while the batter seems to be more useful, I'm not sure I like the other neutrals on the field since I don't see them as something anyone will find appealing to take (the only reason I think the batter came into play was just because it's another way to break into the field). Have you run any stats to find where the batter and neutrals come into play? I'd be interested to see where it's used
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