[Beta] The Conquer 500

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Re: The Conquer 500 - [New Map & XML Ready 11/2]

Postby dolomite13 on Tue Nov 26, 2013 12:08 pm

As soon as I can get a game started on the beta server I can check positioning and see if we need any changes. I should be able to do that sometime today.

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Re: The Conquer 500 - [New Map & XML Ready 11/2]

Postby dolomite13 on Tue Nov 26, 2013 3:16 pm

OK looks like Final Lap is a few pixels off ... I will get that fixed and uploaded shortly and we will be ready for this, hopefully final iteration, to go live.

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Re: The Conquer 500 - [New Map & XML Ready 11/2]

Postby dolomite13 on Thu Jan 16, 2014 12:40 am

Working hard to get the Valentines Day map done in time for actual Valentines Day ... and Krazy Kingdom bug fixes.... will upload a tweaked XML for the unit alignment soon.

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Re: Feedbacl on Final lap

Postby GeeksAreMyPeeps on Sun Jan 26, 2014 12:20 am

dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)

I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.
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Re: Feedbacl on Final lap

Postby dolomite13 on Sun Jan 26, 2014 1:14 am

GeeksAreMyPeeps wrote:
dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)

I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.


That is extremely fascinating. I won't be changing it for this map but that is a great idea to remember for anyone designing games with territories like these in the future.

Thanx

=D13=
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Re: Feedbacl on Final lap

Postby agentcom on Tue Feb 11, 2014 10:40 am

GeeksAreMyPeeps wrote:
dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)

I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.


The two territ solution is an interesting way of keeping nukes from doing what you described, but I always thought that that was part of the game with nukes and several maps that are like this. You're really playing to try to get that right nuke card. Similar things happened recently to a teammate of mine in a Baseball game. He was playing one strategy, and his opponent was playing for the cards. Opponent got a couple of lucky nukes and won the game. Without the nukes, the game would've gone to my buddy.

This isn't necessarily "imbalanced." It's just playing the settings to your advantage and getting lucky. But, again, the two-stage "solution" is an interesting idea that could be incorporated if the mapmaker likes.
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Re: [Beta] The Conquer 500

Postby c c on Tue Mar 04, 2014 4:33 pm

i like that All pit equipment can assault the pit but im not sure if i care to much for some one catching up by the Pit stop Bonus +5 for holding your entire car, pit crew, and 1 of each pit equipment. it will allow someone who gets control over the pits to get back into the race faster
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Re: [Beta] The Conquer 500

Postby Falkonet on Mon Mar 10, 2014 11:11 am

Sell logo to tournaments on the cars and fields
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Re: [Beta] The Conquer 500

Postby Gilligan on Tue Mar 11, 2014 8:49 pm

The images were updated (I was notified that Final Lap still said killer 100 instead of 40)
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Re: [Beta] The Conquer 500

Postby iAmCaffeine on Wed Mar 12, 2014 11:44 am

When's this map coming out of beta? I love it.
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Re: [Beta] The Conquer 500

Postby dolomite13 on Fri Mar 14, 2014 11:07 am

Gilligan wrote:The images were updated (I was notified that Final Lap still said killer 100 instead of 40)


Image and xml linked in the first post of the thread have final lap at 40

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Re: [Beta] The Conquer 500

Postby Jdsizzleslice on Tue Mar 25, 2014 4:24 pm

I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.
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Re: [Beta] The Conquer 500

Postby Gilligan on Tue Mar 25, 2014 5:17 pm

Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?
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Re: [Beta] The Conquer 500

Postby Jdsizzleslice on Tue Mar 25, 2014 6:40 pm

Gilligan wrote:
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Well by that time toe opponent gets 40 troops then you're screwed.
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Re: [Beta] The Conquer 500

Postby iAmCaffeine on Wed Mar 26, 2014 6:10 am

Jdsizzleslice wrote:
Gilligan wrote:
Jdsizzleslice wrote:I love this map! It's the perfect combination. It's like Das Schloss and Treasures of Galapagos mixed! I just wish there was another way to get back on the track after you've been fully taken out of it. Lol.


Pit row?

Well by that time toe opponent gets 40 troops then you're screwed.


Then get better and don't get kicked off the track..
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