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Re: 1v1: Promontory Summit [10.3.14] BETA

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

Postby Vlasov on Mon Apr 07, 2014 12:44 pm

To Morleyjoe and joski.ri ---- I concur with both opinions. Let us promote Promontory Summit.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby T21b on Mon May 19, 2014 10:23 am

Hi,
first let me say I like the concept, I really like long drawn out trench type games and this fits thats scenario.
However ....
Having played several games, it seems to be broken:
1. The south has a natural advantage with more +2 available earlier
2. Too easy to take advantage of beginners with settings such as no reinforcements+trench (they can get stuck on turn 2, never able to pass the neutral-1)
3. With good v good players, it is all about how well the dice works out in the first 3 turns (i.e. who can start accumulating +1's and +2's first) after that it becomes very boring, especially if no round limit set.
4. With round limit of 30, there is a clear strat that cant be beaten if you have the south.
5. With round limit of 30, there is a clear strat that cant be beaten if you have the north (except by an opponent playing the same strat from the south)
6. With no reinforcements, there is no incentive to do anything constructive in the spike zone.

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.

Cheers,
(again, I actually like playing the board for fun, as the author says it is simple and fun ... but not particularly fast)
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Vlasov on Mon May 19, 2014 10:46 am

I agree with T21b's comment in almost every respect. I hope Promontory Summit will be promoted and improved. I hope it may serve as a model for further creation of 2-player games based on historical maps and critical linear timelines.

My first thought was the development of nuclear bombs in late WWII... a linear progression of research, confined to a small timeline. What if Germany got the A-bomb first, and placed them in U-boats, and sent suicide nuclear U-boats to the major ports of the Allies? What if the Soviet Union had gotten A-bomb technology from the Nazis or Americans sooner, and later used ICBMs to destroy Washington, New York, London, and Beijing? And what if Japan somehow got the technology first, and made the first A-bombs? Who would they have bombed first?
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby TX AG 90 on Wed May 28, 2014 5:17 pm

Is Ogalulla a typo or a historical spelling? I could find no historical record spelling it that way. It should be with an "o" instead of a "u"

Also, Ogalalla peak is in Colorado. The town in Nebraska referenced by the map is Ogallala.

Thanks,

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby TheCrown on Fri May 30, 2014 10:55 am

2 suggestions for this map:

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.

2. There needs to be some mystery involved. If playing foggy, you can just see your enemy's terit count and know exactly where he is. You can't skip any terits and go in for the middle spikes for a quicker victory because you need the whole line for the win. I think either the teal colored terits need not be necessary for the "whole line", or make some more terits along the way that are not auto-deploy, so you can take them or not giving a false reading by your enemy.

The game can quickly become boring if you have a couple of squatters that don't want to go in the middle... but the map has a lot of potential.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby lanceeee on Sun Jun 15, 2014 2:37 pm

The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.

In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.

http://www.conquerclub.com/game.php?game=14476691
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Gilligan on Sun Jun 15, 2014 8:49 pm

lanceeee wrote:The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.

In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.

http://www.conquerclub.com/game.php?game=14476691


I see a -1 on Freemont in rounds 18, 17, 16, 15...remember that it doesn't go below 1.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jak111 on Mon Jun 16, 2014 9:58 am

Game 14517702
^ This one and any like this one that I made is pretty much 100% stalemate.

I think I broke the map with this set-up. :lol:
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby iAmCaffeine on Mon Jun 16, 2014 10:29 am

jak111 wrote:Game 14517702
^ This one and any like this one that I made is pretty much 100% stalemate.

I think I broke the map with this set-up. :lol:


Poor freemium.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Googilibear on Wed Sep 24, 2014 2:18 am

With all due respect... What a boring map.(stated mildly) Not worthy of being on cc.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Oneyed on Tue Oct 14, 2014 12:20 am

the legend says that Newcastle gives +1 autodeploy. and also -1 decay what at the end must give 0. but it gives -1. so what I understand wrong?

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby degaston on Tue Oct 21, 2014 1:05 am

Is this going to be quenched without fixing the Mormon misspelling?
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby InnyaFacce on Tue Oct 21, 2014 1:44 am

I think this map is awesome ...
Has a great concept [ 1 vs 1 ] only game play
I would really like to see this map become quenched
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby TX AG 90 on Fri Oct 24, 2014 2:42 pm

I am in the middle of a Tourney using this map hosted by Alaskaassassin. Each game is done using different settings.

For those who think this is just a race involving luck, try playing it 10 different times. Your strategy will be dictated by the settings and different each time. I really enjoy the map.

Reposting this since nobody addressed it yet:

Is Ogalulla a typo or a historical spelling? I could find no historical record spelling it that way. It should be with an "o" instead of a "u"

Also, Ogalalla peak is in Colorado. The town in Nebraska referenced by the map is Ogallala.


Thanks,

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Vlasov on Thu Dec 18, 2014 4:42 am

What's going on with this map? Is it stuck in Beta?
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby owenshooter on Thu Dec 18, 2014 8:57 am

Vlasov wrote:What's going on with this map? Is it stuck in Beta?

it is stuck in suck town...-Jésus noir

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby dhallmeyer on Thu Jan 08, 2015 5:05 pm

sergioms1 wrote:Hi dhallmeyer...
I hope 2015 has started well for you and your family.
I have a request.
My opponent and I would like to cancel a game. ( see subject )
We both agree that the game cannot be won with the present settings.
Who can do that for us ?
Much appreciated.
Sergioms1


Game 15087847

Looks like a stalemate to me. Any ideas?
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Gilligan on Thu Jan 08, 2015 9:31 pm

you can still make it to evanston in trench. i don't know why they aren't moving.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Keefie on Fri Jan 09, 2015 1:31 am

Gilligan wrote:you can still make it to evanston in trench. i don't know why they aren't moving.


They can't get past the bridge. It's a stalemate.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Gilligan on Fri Jan 09, 2015 9:49 am

Keefie wrote:
Gilligan wrote:you can still make it to evanston in trench. i don't know why they aren't moving.


They can't get past the bridge. It's a stalemate.


My bad - thought the bridge was a killer neut...
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby dhallmeyer on Fri Jan 09, 2015 2:33 pm

So what happens now? Does someone have to db?
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Donelladan on Sat Jan 10, 2015 3:56 am

Just a good example why this map sucks :)
Maybe you should force a round limit on this game - I have been in many games on this map that could have last ages without a round limit.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Keefie on Sat Jan 10, 2015 5:55 am

Making the bridges Killer Neutrals and removing them from the Objective would fix this.
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Donelladan on Sat Jan 10, 2015 6:36 am

The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Dukasaur on Fri Apr 10, 2015 1:00 am

Donelladan wrote:The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.

I agree.
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