Moderator: Cartographers
Night Strike wrote:I REALLY hope you don't make this a conquest map with just starting pieces. That would completely ruin a great idea in my mind.
Super Nova wrote:Night Strike wrote:I REALLY hope you don't make this a conquest map with just starting pieces. That would completely ruin a great idea in my mind.
Care to illuminate?
Conquest maps are extremely lame and rely only on building up your troops and then picking a time where you think you'll be lucky enough to make it through all the neutrals to your opponents stacks.
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
natty_dread wrote:There are cars in the legend, but none on the map...?
Riskismy wrote:Well, I think you got some great feedback recently. Here. I think you'll probably get more feedback if you address these things either on the map or here on the forum.
Did I read that right, 1500 troops to start?
TheSaxlad wrote:Riskismy wrote:Did I read that right, 1500 troops to start?
Yeah you did, it was an interesting idea put forward. Would it work do you think?
TheSaxlad wrote:Reading Sully's feedback id just realised, would it be worth sticking killer neutrals on the starting spot. This looks like its going to become a conquest map, and it might get people to move their asses onto the board rather than stay on the starting spots and load up?
TheSaxlad wrote:Wow.Ill see what I can do.
I may have to include you on the map for that marathon...
DoomYoshi wrote:I don't like 1500 troops. It will crash slower internet/computers on use of Auto-Attack.
Also, it will make battles more predictable, which isn't nice.
I would be worried about getting too excited about ultra-simulation also. I find it usually doesn't work.
It won't crash slower internets/computers. There's a chance it might slow things down a bit, but it will by no means crash anything.
I don't understand how more fair results when attacking will make this map bad. With so many people complaining about the dice, wouldn't you think people would favor higher troop values for?
Simulating the gameplay as closely as possible, I agree, won't always work, but it's best to start there then evolve to get the best gameplay results, and that's certainly no reason to dismiss similar gameplay.
I agree with Sully that one-way attacks are where it's at.
For Deck: I am not in favour of the transport idea. That can be handled by the railways. What they can do is that you can attack the deck from any of the 3 squares and then the decks have a list of territories they can bomb.
Meh, the Deck Spaces open up the board more, and it frankly doesn't make a whole lot of sense that the decks would yield a bonus anyhow.
For bonuses: From a simulationist perspective it makes sense to have increasing bonuses as you go around the board. From a gamist perspective, it sucks. Don't believe me? Grab a monopoly board and try it for yourself. The bonuses should be assigned for size and difficulty; not high accuracy to a game which isn't actually all that exciting once you figure it out.
I think the neutral values solve your problem here.
If people are set on the 1500 troop thing, it would be neat if you had a way to hide money. Like an under the table area where you can reinforce your money and deploy whenever you want to. I used to use that trick a lot in MonopolyI think perhaps everyone gets a starting token and the rest of the territories are assigned randomly (except taxes and other special ones).
As for your first suggestion here, I don't believe that's possible with the current XML.
As for your second... Maybe, if it was limited to only the movement territories, but even so I'm not fond of the idea.
I agree with Victor's idea for starting pieces. What you could do in addition is have each of the starting pieces have 4 paths they can go. One path leads to Start, one to Jail etc. And then be able to attack any territory on THAT side (instead of 12).
I think that opens the board up too much, and since the corner territories have different functions and the territory values are different, it just unbalances things far too much.
Good idea for a map. I spent a lot of time working on this as a kid, so I loved when I saw it come up:)
Return to Melting Pot: Map Ideas
Users browsing this forum: No registered users