Oneyed wrote:...
btw, did you thought about any "stations" instead circles?
Oneyed
Yes Oneyed...perhaps in gfx stage i would add them or see how they look.
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Oneyed wrote:...
btw, did you thought about any "stations" instead circles?
Oneyed
cairnswk wrote:Version 11.
a little touch up....
1. for FT, those resource notations should be clearer now in white.


yes, except for each start position of +2 autodeploy.nolefan5311 wrote:Am I reading it right that every position along each line is a +1 autodeploy?
I also think you should add a killer neutral along the way to that people can't just fort their base forward every turn. I would add another dynamic to it.
The "Silver & Gold Spike"...is that the winning condition? Or holding all 4 of them (Silver & Gold, Gold 1, Gold 2, and Silver) is the winning condition? Either way, I don't really like it. I think you should keep the 4 there, make them something other than Silver of Gold Spikes, and add a 5th that can be assaulted by the two "outside" spikes, and add a bonus to the 2 "inside" spikes, if you know what I mean. Give players an option to either go right for the spike, and perhaps grab a bonus before doing so.
Also, and I might be throwing too much at you, but you could also make a losing condition that if your opponent holds your any part of your line he wins too, just to give another option to win (going through all 4 center regions and grabbing one of your opponents regions).
Not that it's not spicy enough, but just suggesting some ideas to spice it up a little more lol.

nolefan5311 wrote:Having every single region autodeploy is a little overkill and don't really understand why that's there. You're just putting a bunch of troops on the map that will never be used.
I'm not going to pretend I am intimate with the history of what the map is about, but it's not like the bombardment is historically accurate either.
Adding a killer neutral would force players to not just keep a stack at their forward point in the line and be able to continually fort up their starting position (this can be avoided with the bombardment by a player just dropping at his forward point and creating a stack on the bridge by forting up his start positino). That's only going to make the dice that much more important. You have decaying neutrals...not sure why you seem to be so opposed to adding a killer.
All of my suggestions were put forward to take dice luck out of it as much as possible by adding a couple different strategic options.
'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
cairnswk wrote:Nolefan5311, the other reason that i don't want killer neutrals used (that i have just thought about) is this...'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
to me this means that a player will never get to achieve the objective of holding his line plus all all four spikes because the killer neutral will continually reset at the beginning of his turn and he wont be able to hold everything for one turn
I could be wrong

nolefan5311 wrote:cairnswk wrote:Nolefan5311, the other reason that i don't want killer neutrals used (that i have just thought about) is this...'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
to me this means that a player will never get to achieve the objective of holding his line plus all all four spikes because the killer neutral will continually reset at the beginning of his turn and he wont be able to hold everything for one turn
I could be wrong
This is correct, and something I didn't think about. My apologies lol.

Leehar wrote:I thought initially this was something like Arms race because of the split in the map, but I like the idea nonetheless!
My question is how exactly this would work for multiplayers/team games etc?
The bombardments, decay & auto-deploys all give intriguing options (if I'm right, you don't actually have to take the resources +2 auto-deploy, to win?)
Also, apparently you can never win until you put a significant stack on the bombard spot? otherwise the opponent can tap you every turn?
I also like that both players have access to the Spikes, it reminds me of the world cup maps where you can fight over the Finals to meet the win condition.
Can't you however make that the WC alone, rather than having to hold the whole line at the same time? You need to go through the line to reach it anyway, so you have done the effort, but there's no need to always hold it afterwords, which would allow something like the killer neutrals that nole mentioned (and it'd be nice to add another feature which has it's own strategic value)
And it is feasible compared to RL where you would need maintenance on a track after you've built it which causes it to revert to neutral?


agentcom wrote:It's Sacramento not Sacremento.
Looking good. I have a feeling that the bottom player has the advantage at this point, but I'm sure that is something that will be looked closely at in the future.
Another way to simulate the "bad" events happening along the line like Indian attacks, would be to give the opponent a starting position on the opposite side of the map that can be used for bombardment purposes only. In other words, that territory is useless except to bombard a certain point (or points) on the opponent's line.
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