Moderator: Cartographers
edbeard wrote:how about a 9th reef where that shark is (south of reef 1). It'll give reef 1 a natural enemy
The only problem is it'll make 3 player games have 3 players with 3 reefs and two player games each player will have 3 reefs. This is a problem because you get -1 army per snorkel held which is 0 per turn if you hold 3 reefs. I propose that instead of -1 armies per snorkel, each snorkel has a -1 decay.
cairnswk wrote:edbeard wrote:how about a 9th reef where that shark is (south of reef 1). It'll give reef 1 a natural enemy
The only problem is it'll make 3 player games have 3 players with 3 reefs and two player games each player will have 3 reefs. This is a problem because you get -1 army per snorkel held which is 0 per turn if you hold 3 reefs. I propose that instead of -1 armies per snorkel, each snorkel has a -1 decay.
-1 decay would be best i guess, rather than lose 3 terts in hand bonus...you may only get three armies at beginning of a turn if you don't gain a bonus on the way.
Of course, if you move too many armies off the reef, you stand to lose you natural reef plus water bonus or other reef associated bonus if you don't leave enough armies to cover for the decay.
Very nasty that one is!
OK...i've added that 9th reef and re-numbered all the others...& moved lugger Wolwin.
The reef is 10 from Darwin and 10 from Isabela West, but there is of course no guarantee that this tert will have a starter unless it is a 3 player game or triplets.
What this will mean is that someone may have a good chance of getting a second reef in a large game.
Bugger!!DiM wrote:actually you don't have to keep troops in the reef because the decay stops at 1 army. it doesn't turn neutral.
so as long as you have just 1 on the reef you won't lose it and you won't lose any armies either but if you leave just 1 somebody might come and take that defenceless reef, which adds a whole new gameplay twist where most people will leave their reefs undefended for fear of losing 1 army each turn.
also with 9 reefs nobody will get an extra reef regardless of number of players.
2p & 3p - 3 reefs per person
4p - 2reefs per pers and 1 neutral
5p - 1reefs per pers and 4 neutral
6p - 1reefs per pers and 3 neutral
7p - 1reefs per pers and 2 neutral
8p - 1reefs per pers and 1 neutral
but i'm a bit disturbed by the 4 neutral reefs in 5 player games.
since the neutral reefs will have just 3 armies, in a standard game a person surrounded by neutral reefs will have a huge advantage cause he won't have to fight anybody for resources and he can also take the neutral reefs easily while the others fight eachother. on the other hand in assassin games if you are stranded in a corner surrounded by neutral reefs it means your target is miles away and before you reach it the game might be over.
i know i keep posting about assassin games but i do believe those are very easy to exploit games if the map has even the slightest imbalance. look at the 8p doodle games. i would ban those games as there's no strategy involved.
anyway back to assassin games. i'm afraid that depending on the drop you might win in 1-2 rounds or have no chance at winning at all.
imagine a fog assassin. i start in reef 6 and my target in reef 7. just 6 neutrals separate us. if reef 7 goes for the santa cruz water he'll kill SF2 and then battle for SF1 to get to the water. i come from reef 6 kill 2 neutrals then another 2 neutrals and i'm already facing him. it could be over in 1-2 rounds.
on the other hand if i start in reef 4 and my target in reef 9 i have to go through 2 luggers. FE1 > Fernela lugger > Floreola Lugger > Es1 > Es2 > Reef9
that's a total of 17 neutrals. almost 3 times the distance between reef 6 and reef 7. and as i said if it is fog then i might never know my target is there until i do further exploring. and by the time i do that the game could be over.
DiM wrote:but i'm a bit disturbed by the 4 neutral reefs in 5 player games.
since the neutral reefs will have just 3 armies
yeti_c wrote:Incorrect - with the new starting positions code - which I'm assuming will be used
- the neutrals will start with the same amount of armies as any player.
C.
oaktown wrote:My 2¢, in no particular order...
9th reef - fine. There are going to be extra reefs in most game situations, so what's one more??
Assassin and terminator games: no map is perfect for every game type, so don't knock yourself out trying to make it so. For some reason people insist on starting 8 player assassin games on the Doodle map, so you can't be held responsible for anybody who decides to start an assassin game on a map with single starts. What we need is map info linked to the map thumbs when you start a game, but that's another discussion for another thread.
Autodecaying to neutral terrtories - DiM is correct, territories that bleed armies stop at one. And Edbeard has a point - two and three player games are going to be a disaster because everybody will start with zero armies to place. But I don't like the autodecay option much better.
There are other options: you can work the XML so that everybody starts with an initial deployment of 2 regardless of how many reefs you hold. Set up each reef as a -1 region, but have them override each other. It'll take some explaining in the legend; -1 max penalty for holding Reefs.
And are they snorkels, or reefs? Seems like they are snorkels in the legend, but reefs on the map.
Kaplowitz wrote:It took me about 10 minutes to figure out that the snorkels were the starting places, and i kind of remembered that from before.
Could use make the opacity higher, because i think its really hard to tell that the snorkels are the starting points.
Kaplowitz wrote:It took me about 10 minutes to figure out that the snorkels were the starting places, and i kind of remembered that from before.
Could use make the opacity higher, because i think its really hard to tell that the snorkels are the starting points.
TaCktiX wrote:Good balancing edit by making fresh water a universal 3 territories away from all reefs.
edbeard wrote:fyi, reef 4 connects directly to a treasure territory
I need more time to think about other balancing issues
TaCktiX wrote:Nono, cairns, they are 3 territs away. Sorry if that came off as sarcastic, I do consider it a balanced change for the better.
Kaplowitz wrote:It took me about 10 minutes to figure out that the snorkels were the starting places, and i kind of remembered that from before.
Could use make the opacity higher, because i think its really hard to tell that the snorkels are the starting points.
mibi wrote:Kaplowitz wrote:It took me about 10 minutes to figure out that the snorkels were the starting places, and i kind of remembered that from before.
Could use make the opacity higher, because i think its really hard to tell that the snorkels are the starting points.
yeah it took my about 5 minutes to find the snorkels.
cairnswk wrote:Kaplowitz wrote:It took me about 10 minutes to figure out that the snorkels were the starting places, and i kind of remembered that from before.
Could use make the opacity higher, because i think its really hard to tell that the snorkels are the starting points.
Yes, i'll look at that Kap...
edbeard,...if you'd like to continue identifying them...then i will examine and implement after i come back....next Monday 12th May.
AndyDufresne wrote:There seems to be still a fair amount of game play discussion. Once most of that is cleared up and settled on, we can get this moving.
--Andy
Kaplowitz wrote:the snorkel is much better![]()
Kaplowitz wrote:the snorkel is much better![]()
TaCktiX wrote:There's an inexplicable white patch above the Fernandina penguin.
Users browsing this forum: No registered users