dolomite13 wrote:any chance we can get this moved back to the melting pot
[ Moved ] back to the melting pot under mapmaker request

Nobodies
Moderator: Cartographers
dolomite13 wrote:any chance we can get this moved back to the melting pot
dolomite13 wrote:Starting Forces
Players are assigned the pit crews as starting positions.
Additional track locations excluding 1 and 26 are assigned randomly.
In a 2 player game
- both players would have 4 pit crew each. (8/2)
- both players would have 9 track locations each with 10 remainder set to 3 neutral. (28/3)
In a 3 player game
- all players would have 3 pit crew each with 2 remainder set to 1 neutral. (8/3)
- all players would have 9 track locations each with 1 remainder set to 3 neutral. (28/3)
In a 4 player game
- all players would have 2 pit crew each. (8/4)
- all players would have 7 track locations each with no additional neutrals. (28/4)
In a 5 player game
- all players would have 1 pit crew each with 3 remainder set to 1 neutral. (8/5)
- all players would have 5 track locations each with 3 remainder set to 3 neutral. (28/5)
In a 6 player game
- all players would have 1 pit crew each with 2 remainder set to 1 neutral. (8/6)
- all players would have 4 track locations each with 4 remainder set to 3 neutral. (28/6)
In a 7 player game
- all players would have 1 pit crew each with 1 remainder set to 1 neutral. (8/7)
- all players would have 4 track locations each with no additional neutrals. (28/7)
In a 8 player game
- all players would have 1 pit crew each. (8/8)
- all players would have 3 track locations each with 4 remainder set to 3 neutral. . (28/8)
MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
dolomite13 wrote:MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
Thanks I will see what I can do about additional lanes around the track =)
=D=
MrBenn wrote:
00iCon wrote: I think one great fallacy is you don't begin in you car...
MrBenn wrote:The idea you've described reminds me of Conquer Club Racing. It's worth having a read through that thread
Doc_Brown wrote:This looks like a great idea! I had a quick thought about how you might lay out the territories when you add extra lanes. I would suggest that the territories in adjacent lanes be offset for the most part. Here's a quick MS Paint sketch of what I mean:
This way, territories on the track can attack 1 and 2 spaces ahead in their own lane, and they can attack the territory diagonally ahead in the adjacent lane (or lanes if you decide to have 3). It would be a bit more difficult to get this to work right around the corners if you have more territories around the outer lane(s). However, you might be able to get around that by saying that you can't change lanes around the steepest parts of the curves (indicated by a thick solid line between the lanes in those sections).
iancanton wrote:u don't have to have many lanes. two are enough. if u have any more, then the track starts to lose its shape.
i also believe that u should receive no track bonuses unless u have fuel in ur car. this will give an extra reason to protect ur car instead of assaulting the pits.
ian.
yeti_c wrote:I'm not sure about this one - the one overriding thing I get though - is that the track seems to go the wrong way.
C.
dolomite13 wrote:yeti_c wrote:I'm not sure about this one - the one overriding thing I get though - is that the track seems to go the wrong way.
C.
Do you mean counter clockwise? that is typical of american racing. Fans of Nascar live by the motto "Drive Fast and Turn Left". And when I took a tour of the Indy 500 racetrack a few years ago they gave us a ride around the track and it ran counter clockwise.
=D=
yeti_c wrote:dolomite13 wrote:yeti_c wrote:I'm not sure about this one - the one overriding thing I get though - is that the track seems to go the wrong way.
C.
Do you mean counter clockwise? that is typical of american racing. Fans of Nascar live by the motto "Drive Fast and Turn Left". And when I took a tour of the Indy 500 racetrack a few years ago they gave us a ride around the track and it ran counter clockwise.
=D=
Partially - but I think it's something else as well... perhaps the placement of the territory labels.
Note that it's not a nascar track as there are right turns too?!
C.
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