I think the plan was to default some of the sea cells to neutrals to bring that number down, but I think I like this solution better. It is a lot simpler. I count 70 or 67 depending on whether you include the spots currently marked as impassable sea mines. So it could be 9 troops to start, but still ...
Overall, this looks good, and I'm sure you'll liven it up with some Miami flair, but I think even the gameplay could use something that feels like Miami.
What about adding resort bonuses? That would provide something more unique and help break up some of the blockier areas.
Great Lakes ended the 1st half with 250 yards and started the 2nd with its strongest effort yet - a remarkable 170 yards and 3 TDs to put themselves ahead 50-27. England also scored and added an extra point, but they'll need a miracle comeback to pull off their first win of the season ...
Pamoa is right about one thing though, the +1 for 10 will be impossible to code, so I'm going to drop it. This map is already going to be an XML monstrosity.
Both players start with sea cells on both sides. Only the ships are exclusive to one player per side.
So basically, after the drop, the sea is a mix of red, green and neutral on both sides of the map. Previously you could travel via the targets, but now that is unavailable.
A few changes inspired by nolefan that should address koontz' concerns over stalemate and lopsided starts...
Version 8 Each section of the Destroyer and Submarine on each side one-way assaults the connected torpedo. Each section of the Aircraft carriers one-way assaults the connected jet fighter ...
How do I get to the sea cells? Are some of the sea cells starting positions as well? Do I need to go through the targets? And for this to be like the game, shouldn't the targets be able to attack ship cells on the OTHER side of the map (ship cells one way attack targets on their side of the map ...
Ireland's highlight reel TD's didn't let up with the move to Portugal - they added another 14 points to move ahead 35-12. Netherlands' special teams work - they're 2-for-2 on extra point kicks so far - accounts for their slim 14-12 lead over Puget Sound. With back-to-back 100+ yard ...
3rd Round of Debates begins! offinthecorner took a slim lead in the 2nd round of Republican debates, with 16 delegates in hand, but the field remains fiercely competitive. Among the Democrats, chutley gobbled up 12 delegates ...
Updated the XML to make all MAX stations (save for Fareless Zone) normal drop territories (no longer neutral). Fareless Zone has been upped to 3 neutral, though I might make that 4.
Well, that could throw things if 1 person lands say both Blue stops and both Yellow stops, then only has to take out the neutral 2 Fareless Zone to get a +7 (+8-1) bonus for 5 territories.
However, that's easily remedied by upping Fareless to 3 neutral. I like that. Will update shortly.
Ok - right away I hate this change. Seeing it in action, having the MAX be all neutrals is a bad idea. In my opinion, the mobility of the MAX is one of the map's best attributes and without that the map is too closed off.
Although... maybe it wouldn't be so bad if all the max stations were 1 ...
blitzkrieg2 has asked to be removed from the tournament.
In order to keep things fair and even - so that every player in their respective primary gets to play the same number of opponents, I must invalidate previous wins against blitzkrieg2 for this round. Otherwise, those who have already played ...