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D-Day: Omaha Beach! [Quenched]

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Postby Aerial Attack on Mon Oct 15, 2007 12:21 pm

Coleman wrote:Use this to get BOB to work:
http://members.cox.net/gyrigo/CC/conquerclubbob.user.js
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Postby rebelman on Wed Oct 17, 2007 6:13 am

hulmey wrote:wow , much better colour...3 cheers for Mibi

Hip hip horrary
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
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Postby mibi on Wed Oct 17, 2007 7:29 pm

I have to say I like playing this map and it turned out to balance really well. I am currently in a 4 player game in te 15th round and everyone is still alive.... you can really bunker down in those... bunkers..
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Postby Coleman on Wed Oct 17, 2007 11:01 pm

You can really shock people with the flyovers too. Some people can't conceive choosing to have -1 for a strategic advantage. :roll:
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Postby mibi on Thu Oct 18, 2007 12:43 pm

Coleman wrote:You can really shock people with the flyovers too. Some people can't conceive choosing to have -1 for a strategic advantage. :roll:


I can't say that I have used them, but I am in a game where I have held just Easy beach for 2 rounds early in the game... weird.
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Who screwed up the ships?

Postby Dave415 on Thu Oct 18, 2007 6:00 pm

Guys-
The USS Thomas Jefferson was a Landing Ship at Omaha. The USS Texas was a BB that shelled the beaches and the Arkansas also was on shell patrol. Did no one care to open a history book before making this map?
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Postby Coleman on Thu Oct 18, 2007 10:18 pm

We did what people wanted us to do at the time. We had made up names at first then someone thought we should at least include ship names that were actually there and those three won.
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Postby oaktown on Thu Oct 18, 2007 11:31 pm

yep, the decisions are made by the people who show up, whether or not they are history majors.
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Postby jennifermarie on Sat Jan 12, 2008 9:47 am

Hey guys, great map, but I just noticed one small issue today. I have the colorblind setting on, and on 916 German Grenadiers 2, whenever i have more than 9 armies on there, i can't see the second number...for example, earlier i had 11 armies there, and it appeared as though there was only 1.

If you could please fix this, i'd be greatly appreciative.
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Postby mibi on Mon Jan 14, 2008 5:26 pm

jennifermarie wrote:Hey guys, great map, but I just noticed one small issue today. I have the colorblind setting on, and on 916 German Grenadiers 2, whenever i have more than 9 armies on there, i can't see the second number...for example, earlier i had 11 armies there, and it appeared as though there was only 1.

If you could please fix this, i'd be greatly appreciative.


coleman, can you nudge that xml coord?
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Postby Coleman on Mon Jan 14, 2008 5:51 pm

Done and sent to lackattack.
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Postby Qwert on Mon Jan 14, 2008 6:50 pm

Dave415



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Posted: 18 Oct 2007 23:00 Post subject: Who screwed up the ships?

--------------------------------------------------------------------------------

Guys-
The USS Thomas Jefferson was a Landing Ship at Omaha. The USS Texas was a BB that shelled the beaches and the Arkansas also was on shell patrol. Did no one care to open a history book before making this map?
Dave

You Joined 19 jan 2007.Hmmmmm.
If you have something to say,why you not join in map foundry before,and help if something is wrong.
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NEW REVOLUTION-NEW RANKS PRESS THESE LINK viewtopic.php?f=471&t=47578&start=0
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Re: Who screwed up the ships?

Postby rebelman on Mon Jan 14, 2008 6:56 pm

Dave415 wrote:Guys-
The USS Thomas Jefferson was a Landing Ship at Omaha. The USS Texas was a BB that shelled the beaches and the Arkansas also was on shell patrol. Did no one care to open a history book before making this map?
Dave


if the names were ever changed to fix this what names would you suggst instead. although as the entire map is upside down and they refused to fx that huge error prior to quench the odds on this mistake being fixed are slim enough unfortunately around here accuracy and reality tends to lose out to what looks better :(
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
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D-DAY... and other map improvement ideas...

Postby timthetuneman on Mon Jul 21, 2008 11:40 pm

I think i have probably played more D-DAY games than anyone else (1,000 games)... and I have some GREAT improvements to this map that i IMPLORE you to consider... There is a HUGE PROBLEM with this map... the first player has a HUGE advantage... Here are 3 ideas to fix the problem...

1- In a 2 man game... this map gives 24 territories to each player for 8 armies... this is a HORRIBLE for the 2nd player... All the 1st player has to do is take ONE territory to reduce the 2nd player to 7 armies... PLEASE REDUCE THE NUMBER OF TERRITORIES BY TWO... this will eliminate this easily repairable problem...

2- The NEGATIVE ARMY penalty is just stupid... logically... you should GAIN armies from holding them... they are LIKE HERPES once you have them... can't get rid of them on your own... STUPID... get rid of NEGATIVE ARMIES... instead... GIVE a BONUS army for holding plane and parachute... here is ANOTHER reason to do it... IF one player is lucky enough to have a bonus area (continent)... it INCREASES THE ODDS that the OTHER PLAYER will have a NEGATIVE ARMY... this is TWO reasons to GET RID OF NEGATIVE ARMIES on this map... and... GIVE an army for holding plane and parachute...

3- Whoever goes FIRST... should not be allowed to collect a bonus on his very first turn... this is the most unfair of all situations on all maps... just STUPID... makes the game a BLOWOUT... and NO FUN for whoever goes second...

Repeating the obvious...

1- Reduce total number of territories by 2... This will lessen the 1st players advantage...
2- Eliminate negative armies... and instead... give a bonus army for holding plane and parachute...
3- Do not allow the first player on ANY MAP to collect a bonus on his very first turn...

Think about it... you join a game and go second... the other guy already has a bonus... he gets TEN ARMIES on his first turn and takes say 4 territories from you... you only get SIX ARMIES on your first turn... plus... you have a NEGATIVE ARMY... so you really only get FIVE ARMIES... GAME OVER...!!!!!!

PLEASE FIX THESE OBVIOUS PROBLEMS THAT HAVE SUCH SIMPLE SOLUTIONS...!!!!
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D-DAY... and other map improvement ideas...

Postby timthetuneman on Mon Jul 21, 2008 11:43 pm

I think i have probably played more D-DAY games than anyone else (1,000 games)... and I have some GREAT improvements to this map that i IMPLORE you to consider... There is a HUGE PROBLEM with this map... the first player has a HUGE advantage... Here are 3 ideas to fix the problem...

1- In a 2 man game... this map gives 24 territories to each player for 8 armies... this is a HORRIBLE for the 2nd player... All the 1st player has to do is take ONE territory to reduce the 2nd player to 7 armies... PLEASE REDUCE THE NUMBER OF TERRITORIES BY TWO... this will eliminate this easily repairable problem...

2- The NEGATIVE ARMY penalty is just stupid... logically... you should GAIN armies from holding them... they are LIKE HERPES once you have them... can't get rid of them on your own... STUPID... get rid of NEGATIVE ARMIES... instead... GIVE a BONUS army for holding plane and parachute... here is ANOTHER reason to do it... IF one player is lucky enough to have a bonus area (continent)... it INCREASES THE ODDS that the OTHER PLAYER will have a NEGATIVE ARMY... this is TWO reasons to GET RID OF NEGATIVE ARMIES on this map... and... GIVE an army for holding plane and parachute...

3- Whoever goes FIRST... should not be allowed to collect a bonus on his very first turn... this is the most unfair of all situations on all maps... just STUPID... makes the game a BLOWOUT... and NO FUN for whoever goes second...

Repeating the obvious...

1- Reduce total number of territories by 2... This will lessen the 1st players advantage...
2- Eliminate negative armies... and instead... give a bonus army for holding plane and parachute...
3- Do not allow the first player on ANY MAP to collect a bonus on his very first turn...

Think about it... you join a game and go second... the other guy already has a bonus... he gets TEN ARMIES on his first turn and takes say 4 territories from you... you only get SIX ARMIES on your first turn... plus... you have a NEGATIVE ARMY... so you really only get FIVE ARMIES... GAME OVER...!!!!!!

PLEASE FIX THESE OBVIOUS PROBLEMS THAT HAVE SUCH SIMPLE SOLUTIONS...!!!!
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Re: D-DAY... and other map improvement ideas...

Postby gdeangel on Tue Jul 22, 2008 12:10 am

timthetuneman wrote:Repeating the obvious...

1- Reduce total number of territories by 2... This will lessen the 1st players advantage...
2- Eliminate negative armies... and instead... give a bonus army for holding plane and parachute...
3- Do not allow the first player on ANY MAP to collect a bonus on his very first turn...

Think about it... you join a game and go second... the other guy already has a bonus... he gets TEN ARMIES on his first turn and takes say 4 territories from you... you only get SIX ARMIES on your first turn... plus... you have a NEGATIVE ARMY... so you really only get FIVE ARMIES... GAME OVER...!!!!!!

PLEASE FIX THESE OBVIOUS PROBLEMS THAT HAVE SUCH SIMPLE SOLUTIONS...!!!!


Concur on point 3. This is so blatantly poor planning by the map maker. I sick of how little thought goes into making 1v1 gameplay balanced. Here's a game where the other guy had a 14 bonus by the second round. Game 1948882 In maps where average bonsues are 2, even 3, and not overlapping, it makes not that big a deal. But on this map it's a major problem.

Point 1, suck it up. Point 2... that negative bonus part never made sense, but I still liked it because it's different. You should be able to bombard the parachute from the artillery or something, so you can get out of the negative bonus. Otherwise it is a little ridiculous.
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Re: D-Day: Omaha Beach! [Quenched]

Postby yeti_c on Tue Jul 22, 2008 2:47 am

I'm not sure whether 1v1 games were available when this map was made?

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Re: D-Day: Omaha Beach! [Quenched]

Postby BENJIKAT IS DEAD on Tue Jul 22, 2008 2:57 am

Long ago I suggested that either the 2 parachutes or the 2 planes start neutral, which solves both the starting territory count and the possibility of having a -1 on the drop.

This would however mean that there would be a "significant" number of neutrals, which has generally been seen as a "bad thing" - see fuller discussion of this her: viewtopic.php?f=127&t=34210
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Re: D-Day: Omaha Beach! [Quenched]

Postby Incandenza on Tue Jul 22, 2008 11:49 pm

I concur that an argument could be made for the parachutes to start neutral... also, and I know this has been brought up, but it's worth recapping, a further argument could be made to convert the artilleries to bombard-only (and in compensation for their reduced powers, perhaps given one more terit each that they can reach).
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Re: D-Day: Omaha Beach! [Quenched]

Postby gdeangel on Wed Jul 23, 2008 12:24 am

Being able to bomb the parachutes gets you to the same place as starting them neutral, with a little more variability to the game.

If you want to add a "realism" factor, rather than turn after turn negative bonus, if you were to start them neutral, then it would be cool to also make the parachutes revert back to like a +3 neutral at the start of the players turn, like in some of the newer maps. That would do away with the "negative combo bonus, but keep the same idea about deterring the parachets attack to the rear. It also fits the map theme, cause you can't hang around in mid air in the parachute without getting picked off. Parachute has to land, right?
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Re: D-Day: Omaha Beach! [Quenched]

Postby Incandenza on Wed Jul 23, 2008 1:16 am

gdeangel wrote:If you want to add a "realism" factor, rather than turn after turn negative bonus, if you were to start them neutral, then it would be cool to also make the parachutes revert back to like a +3 neutral at the start of the players turn, like in some of the newer maps. That would do away with the "negative combo bonus, but keep the same idea about deterring the parachets attack to the rear. It also fits the map theme, cause you can't hang around in mid air in the parachute without getting picked off. Parachute has to land, right?


That ain't a half-bad idea.
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Re: D-Day: Omaha Beach! [Quenched]

Postby yeti_c on Wed Jul 23, 2008 3:08 am

Killer Neutrals also start neutral too - so that would also bring the territory count down by 2 as well.

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Re: D-Day: Omaha Beach! [Quenched]

Postby mibi on Sat Jul 26, 2008 7:05 pm

gdeangel wrote:Being able to bomb the parachutes gets you to the same place as starting them neutral, with a little more variability to the game.

If you want to add a "realism" factor, rather than turn after turn negative bonus, if you were to start them neutral, then it would be cool to also make the parachutes revert back to like a +3 neutral at the start of the players turn, like in some of the newer maps. That would do away with the "negative combo bonus, but keep the same idea about deterring the parachets attack to the rear. It also fits the map theme, cause you can't hang around in mid air in the parachute without getting picked off. Parachute has to land, right?


i'm fine with this, will require a minor legend change. I will put in on my list.
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Re: D-Day: Omaha Beach! [Quenched]

Postby BENJIKAT IS DEAD on Sat Jul 26, 2008 7:11 pm

mibi wrote:
gdeangel wrote:Being able to bomb the parachutes gets you to the same place as starting them neutral, with a little more variability to the game.

If you want to add a "realism" factor, rather than turn after turn negative bonus, if you were to start them neutral, then it would be cool to also make the parachutes revert back to like a +3 neutral at the start of the players turn, like in some of the newer maps. That would do away with the "negative combo bonus, but keep the same idea about deterring the parachets attack to the rear. It also fits the map theme, cause you can't hang around in mid air in the parachute without getting picked off. Parachute has to land, right?


i'm fine with this, will require a minor legend change. I will put in on my list.


cool - I think I suggested the basic version of that (before killer neutrals existed) at least 10 months ago!
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Re: D-Day: Omaha Beach! [Quenched]

Postby tenio on Sat Sep 06, 2008 11:05 pm

lol was just gonna ask the reasoning behind the "-1"
plane-parachute thing

if parachute reverts to neautral after every round and -1 is removed i think it would serve the same purpose
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