Robert The Red wrote:Hi
Still playing this map alot and really enjoying it. but now finding it is much better as a team game. In the standard game the fighting tends to rotate in a clockwise or an anti clockwise way if you are lucky, if you are unlucky you may have both neighbours attacking you. but what i think may open the game up more would be to encourage attacking across the lake. at the moment the ports seem to be a very defensive role and not usually used to attack until later in the game and usually a neighbour. if ports conected with an opposing port across the lake, gained a significant bonus i think it would encourage people to take them earlier and provoke attacks with others, rather than just fighting your imediate neighbours.
Robert The Red
In my team games I have seen more fighting against neighbors as you suggest, but changing the ports in any way will not likely encourage attacks on opposite ends of the map. The reality is that the Trebuchets, knights and archers all give you incentive to secure close borders first before traveling across map. Also, taking ur own port gives ur opponents information as to where you are (I play mostly fog on this map) which opens you up to potential counter attacks. Im not sure it be that easy to modify bonus structure and add a key for it and I dont think it will vary the more common strategies of taking Councillors and attacking neighbors adjacent to your castle.
EDIT: Hey Keban, '?' on the HH castle Why is HH6 a 3 starting and HH5 a 4 I would think they would be reversed because of Treb counter attacking, no need to change it just a thought. However, what about on HG6 since that is one of the only Catapults that can be attacked by a Trebuchet should it be a 3 to make it easier for HG to take it and get it stacking up so it is defended?
EDIT2: If someone owns no castle and 2 counselors, I assume it is a +5 per counselor = to a +10 in my example? I hope its not just a flat +5.
EDIT3: To comment below, I think the island is silly and should be just connected to land so that Castle HB has a cathedral access but I think it is mostly for aesthetics. I was thinking about HA, another potential solution is to add a neutral territory behind the Knight and just label it N00 or make it a road call it R00. The reason i like a road idea better is at 3 unit deploy if u deploy somewhere to take back ur spot u just have to go balls out cause ull lose any left overs.