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Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 09, 2012 10:46 am
by AndyDufresne
DiM wrote:
Unbathed wrote:The two territories Gijan and Kilod are the only access points for a 22-terrirtory region. Is there a precedent?



lol, i don't know, does it have to be?
chockepoints/bottlenecks can and will always have a great strategic value.

I don't think I can recall any other precedents from maps with 60-80 regions. I don't think this has come up as an issue in the few games I played, anyone else?


--Andy

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 09, 2012 11:18 am
by eddie2
AndyDufresne wrote:
DiM wrote:
Unbathed wrote:The two territories Gijan and Kilod are the only access points for a 22-terrirtory region. Is there a precedent?



lol, i don't know, does it have to be?
chockepoints/bottlenecks can and will always have a great strategic value.

I don't think I can recall any other precedents from maps with 60-80 regions. I don't think this has come up as an issue in the few games I played, anyone else?


--Andy


na there is no problem with that i feel because there is 22 regions but while fighting to get that area you are getting wiped out of everywhere else in fog this can be dangerous because of the volcano objective.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 09, 2012 2:29 pm
by DiM
actually i just checked and there are several maps with huge regions that lead to a chockepoint.
extreme global warming is split in half by 3 terits. indochina has a 2 terit bottle neck. new world has a 2 terit bottle neck too.
all the maps in the usa map pack have 2 terit bottle necks where you can hold 20-50% of the map.

so there are plenty of other maps where chokepoints exist. but in all cases we're talking about large areas of land and if somebody gets to hold that entire area and protect it from the chokepoint then it's the fault of the other players for allowing him. it's not like somebody has a lucky drop and holds the entire area from the start.
don't get me wrong it's not impossible, it's just improbable. something like having the entire asia from the drop on classic map.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Wed Apr 11, 2012 8:30 pm
by chapcrap
DiM wrote: new world has a 2 terit bottle neck too.

I don't have a problem with Doom, but I don't think this is true. Where is said bottle neck?

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Thu Apr 12, 2012 6:56 am
by DiM
chapcrap wrote:
DiM wrote: new world has a 2 terit bottle neck too.

I don't have a problem with Doom, but I don't think this is true. Where is said bottle neck?


mapuche 5 + aztec 9
hold all of south america and you can simply protect it from those 2 terits.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Thu Apr 12, 2012 11:30 am
by koontz1973
DiM wrote:
chapcrap wrote:
DiM wrote: new world has a 2 terit bottle neck too.

I don't have a problem with Doom, but I don't think this is true. Where is said bottle neck?


mapuche 5 + aztec 9
hold all of south america and you can simply protect it from those 2 terits.

You forgot the two ports which makes it 4 territs to hold.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Thu Apr 12, 2012 11:39 am
by DiM
oops 8-[

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Sun Apr 22, 2012 8:48 pm
by zimmah
classic has several bottlenecks too, it only requires you to hold several continents, so usually by the time you hold that, the game is over anyway. (for example when you hold both Asia and Oceania, or Both Americas, or even Europe and Africa).

bottlenecks don't have to be bad per se, they add a bit of fun to the game, otherwise it'd be too symmetric.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Tue Apr 24, 2012 9:48 pm
by Swimmerdude99
I don't mind this map at all. In fact I love it as is and hope it remains that way. WELL done sir

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 30, 2012 1:47 pm
by Swimmerdude99
However... I do have another comment... There really is no incentive whatsoever to take the volcano to win the game, because the military base comes with a 1+ autodeploy... maybe you should have something similar on the valcanoe? or maye make it a 3 nuetral instead of 5...

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 30, 2012 4:08 pm
by zimmah
location plays a factor too.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 30, 2012 4:17 pm
by DiM
zimmah wrote:location plays a factor too.

qft

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 30, 2012 9:18 pm
by TheRedSnifit
swimmerdude99 wrote:However... I do have another comment... There really is no incentive whatsoever to take the volcano to win the game, because the military base comes with a 1+ autodeploy... maybe you should have something similar on the valcanoe? or maye make it a 3 nuetral instead of 5...


Actually, I think it'd be the opposite. The base is harder to take, considering how you have to go through several killer neutrals to get to it, and has no additional bonuses aside from the auto-deploy. Keep in mind that you can only assault in one direction from it, so the extra troop will likely be defense-exclusive.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Mon Apr 30, 2012 9:21 pm
by TheRedSnifit
Also, the military base is geographically one-sided. Players in the north only have one "infected" area to go through, while everyone else has to go through three or four.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Tue May 01, 2012 10:27 am
by AndyDufresne
TheRedSnifit wrote:
swimmerdude99 wrote:However... I do have another comment... There really is no incentive whatsoever to take the volcano to win the game, because the military base comes with a 1+ autodeploy... maybe you should have something similar on the valcanoe? or maye make it a 3 nuetral instead of 5...


Actually, I think it'd be the opposite. The base is harder to take, considering how you have to go through several killer neutrals to get to it, and has no additional bonuses aside from the auto-deploy. Keep in mind that you can only assault in one direction from it, so the extra troop will likely be defense-exclusive.


In the games I've played, people have been more likely to go after the Military Base than Volcano, so far.


--Andy

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Wed May 02, 2012 11:49 pm
by Swimmerdude99
TheRedSnifit wrote:
swimmerdude99 wrote:However... I do have another comment... There really is no incentive whatsoever to take the volcano to win the game, because the military base comes with a 1+ autodeploy... maybe you should have something similar on the valcanoe? or maye make it a 3 nuetral instead of 5...


Actually, I think it'd be the opposite. The base is harder to take, considering how you have to go through several killer neutrals to get to it, and has no additional bonuses aside from the auto-deploy. Keep in mind that you can only assault in one direction from it, so the extra troop will likely be defense-exclusive.


No it really isn't harder to take... one troop harder... but valcanoe comes with no bonus, so why try for it in any scenario?

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Thu May 03, 2012 6:51 am
by DiM
swimmerdude99 wrote:
No it really isn't harder to take... one troop harder... but valcanoe comes with no bonus, so why try for it in any scenario?


it's ok as it is now. from the games i've looked at and played there's a pretty balanced share of people going for the volcano or the base. it's hugely dependent on game settings and number of players.
for example in a trench game most people will avoid the base and go just for the volcano.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Thu May 03, 2012 8:45 am
by AndyDufresne
DiM wrote:
swimmerdude99 wrote:
No it really isn't harder to take... one troop harder... but valcanoe comes with no bonus, so why try for it in any scenario?


it's ok as it is now. from the games i've looked at and played there's a pretty balanced share of people going for the volcano or the base. it's hugely dependent on game settings and number of players.
for example in a trench game most people will avoid the base and go just for the volcano.

Really? In the trench games I've played, we have went for the base & base area over the volanco! But we could be the anomaly.


--Andy

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Thu May 03, 2012 3:05 pm
by chapcrap
AndyDufresne wrote:
DiM wrote:
swimmerdude99 wrote:
No it really isn't harder to take... one troop harder... but valcanoe comes with no bonus, so why try for it in any scenario?


it's ok as it is now. from the games i've looked at and played there's a pretty balanced share of people going for the volcano or the base. it's hugely dependent on game settings and number of players.
for example in a trench game most people will avoid the base and go just for the volcano.

Really? In the trench games I've played, we have went for the base & base area over the volanco! But we could be the anomaly.


--Andy

I have to agree with Andy. It seems like you're arguments aren't backed up from what I have seen.

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Fri May 04, 2012 8:28 am
by zimmah
chapcrap wrote:
AndyDufresne wrote:
DiM wrote:
swimmerdude99 wrote:
No it really isn't harder to take... one troop harder... but valcanoe comes with no bonus, so why try for it in any scenario?


it's ok as it is now. from the games i've looked at and played there's a pretty balanced share of people going for the volcano or the base. it's hugely dependent on game settings and number of players.
for example in a trench game most people will avoid the base and go just for the volcano.

Really? In the trench games I've played, we have went for the base & base area over the volanco! But we could be the anomaly.


--Andy

I have to agree with Andy. It seems like you're arguments aren't backed up from what I have seen.


Game 10922123

Re: Island of Doom [20.Feb.12] - V15 - p1&13

PostPosted: Fri May 04, 2012 9:37 am
by AndyDufresne
Maybe the above is the anomaly! haha. :D

I'll continue to play around.


--Andy

Re: Island of Doom

PostPosted: Tue Jul 10, 2012 1:18 pm
by thenobodies80
              Quenching

---The Beta period has concluded for the Island of Doom Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

Congratulations DiM and Zimmah, your shiny new medals are well-earned =D>


Conquer Club, enjoy!
              Image

thenobodies80

Re: Island of Doom

PostPosted: Tue Jul 10, 2012 1:37 pm
by nolefan5311
Congrats DiM

Re: Island of Doom

PostPosted: Tue Jul 10, 2012 2:40 pm
by zimmah
nice :)

Re: Island of Doom

PostPosted: Sat Aug 11, 2012 12:48 pm
by agentcom
I know this is out of beta, but I've now been in two games where someone suggested a fort or attack from Mus to Qua. No one caught that those two weren't connected. I don't know what it is about those two territs, but for some reason they look connected at least to my sample of me and maybe 5 teammates. Does anyone else have this problem?

2012-05-05 04:29:18 - emporium [team]: I thought there was a link from mus to qua
2012-05-07 14:39:57 - agentcom [team]: emp, I did too

2012-08-11 12:03:13 - Benzorrr [team]: f*ck i cant fort into your bonus
2012-08-11 12:03:18 - Benzorrr [team]: looked at the map wrong
2012-08-11 12:42:43 - agentcom [team]: I have made that mistake, too. Same territs different game. And didn't catch it here either. I don't know why I think they're connected.