Moderator: Cartographers
Mr_Adams wrote:crap, now I've fallen behind. this will be a bit to catch up on. btw, nice birdy blitz. Polly want a cracker?
griff, for example if this map was played on quads, even though there is 10 starting points, wouldn't only 8 be used? The other 2 starting points would be neutrals?
natty_dread wrote:That is if you're going to make 5 areas with 2 starting points each... then yes, it is impossible to make sure that no player starts alone in an area.
So making these kind of "war zones" is not a good idea, but 10 starting points is still good IMO... If Lack ever agrees to make 10 player games possible then you'll be all set for that...
Just make 10 starting points, but don't isolate them into groups of 2.
GallantPellham wrote:feel free to use the name of the brethren of the Fat Mermaid on your map, we would prefer something a little closer to the coast,![]()
thanks
GallantPellham
grifftron wrote:actually working on the map right now, but because I am redoing new boarders to fit more in, plus redoing the graphics on the map itself it might take a bit to get it out...i will try my best to get it out soon but real life is really busy right now so hopefully I can get some downtime. I am going to work on it some tonight. Thank you all for your patients...
-griff
yeti_c wrote:Just gotta say - the theme of this map is so totally "Meh".
C.
grifftron wrote:yeti_c wrote:Just gotta say - the theme of this map is so totally "Meh".
C.
Yeah, trying to make it more appealing for those not in Clans. What do you think about the game play?
Mr_Adams wrote:as I've mentioned previously, the one major difference here is that there is no territory bombardment. this will massively alter the gameplay from feudal, because you can't simply sit in your little cubby hole and build (theoretically) infinitely.
Chariot of Fire wrote:Thing is Wase, Waterloo is not a map where the players each start on a home base and therefore it cannot be compared.
I'm in a Jamaica game right now and already I can tell you that Holland is the worst starting position, closely followed by France (Holland is nowhere near a sea route, and France has 6 neuts facing it on the drop - more than any other starting ship. Why the imbalance?). And easily the best starting point is Calico Jack. To me, in a game where all things should start equal, this is a gross misjudgment and a design flaw. Same can be said of Clandemonium if it becomes apparent that one or two starting points have the edge, and for this reason there has to be symmetry for a level playing field.
The way around this is to create a more dynamic gameplay. Reward territory grabs, with +1 for every two terrs owned. And have depreciating terrs, such as the portals and No Man's Land (portals revert to a neut 4, and NML terrs lose 1 each round). This would prevent stacking on a portal, effectively blocking any move by an oppo. If a portal reverted to a neut 4 it would make a player either have to go through two to get out the other side, or hold back adjacent to the portal, giving a window of opportunity to another player to come thru that portal and bypass his stack. To me this has all the good merits of such games as Dustbowl, Feudal and Oasis (it would combine three of their features) and yet would be totally unique.
Dynamic gameplay is the key (or it's just going to become another stacker or stalemate map) yet it's only fair for each of the starting points to hold the same potential and therefore there must be a balance.
may be the starting point concept should be thrown down the drain. Or have some sort of mix with one fixed starting point along with multiple other terrs.
grifftron wrote:yeti_c wrote:Just gotta say - the theme of this map is so totally "Meh".
C.
Yeah, trying to make it more appealing for those not in Clans. What do you think about the game play?
I think what we need is this moved to graphics workshop, the game play is pretty well laid down
natty_dread wrote:I think what we need is this moved to graphics workshop, the game play is pretty well laid down
No no no no no. The gameplay is not even close yet... sorry to say this, but it's true.
You need to consider all the aspects of gameplay. This is what the gameplay shop is for. Bonus values, neutral values, game dynamics, all must be perfected.
The latest version doesn't even have all the territories drawn, so how can you possibly think gameplay is "well laid down"?
My advice: stop worrying about the graphics and coming up with more fancy graphical solutions. There will be time enough for that. Concentrate on the gameplay. First you need to finish all the territories on that latest version of yours, then start dissecting the gameplay bit by bit until all concerns of gameplay imbalances are addressed. Then you can start worrying about the graphics.
As for the gameplay, the idea of mixed starting points/random drop (like the one in third crusade) sounds like it would work for the map. Third crusade also has bonus areas that are very different, yet it works even with the starting points, because the gameplay is so well thought out and balanced. On the other hand, consider this: if your gameplay doesn't work, then no amount of fancy graphics is going to save the map.
natty_dread wrote:I think what we need is this moved to graphics workshop, the game play is pretty well laid down
No no no no no. The gameplay is not even close yet... sorry to say this, but it's true.
You need to consider all the aspects of gameplay. This is what the gameplay shop is for. Bonus values, neutral values, game dynamics, all must be perfected.
The latest version doesn't even have all the territories drawn, so how can you possibly think gameplay is "well laid down"?
My advice: stop worrying about the graphics and coming up with more fancy graphical solutions. There will be time enough for that. Concentrate on the gameplay. First you need to finish all the territories on that latest version of yours, then start dissecting the gameplay bit by bit until all concerns of gameplay imbalances are addressed. Then you can start worrying about the graphics.
As for the gameplay, the idea of mixed starting points/random drop (like the one in third crusade) sounds like it would work for the map. Third crusade also has bonus areas that are very different, yet it works even with the starting points, because the gameplay is so well thought out and balanced. On the other hand, consider this: if your gameplay doesn't work, then no amount of fancy graphics is going to save the map.
I did say: we can still tweak it some, but, I think in order for this to pass, we need to invest more time into the graphics
We also could create resources Griff for every clan homeland area? Kind of like age of merchants. I mean you could keep all that you have the same but have a a resource pair within each clan area, so for example every 2 lands owned is still +1 troop, but, also, You could have 2 small horses drawn on 2 lands in Thota somewhere, obtaining those 2 resources pair lands would increase the value of Thota lands, so maybe an extra +1 for all resources pairs as well.
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