natty wrote:Depending on game type there are various factors at play... one is of course the random element: drop, dice and possibly the spoils. The other is the social dynamics between the players... even if you don't use game chat, you can try to affect how player 2 plays indirectly, by forcing player 3 to act in a certain way, etc... depending on game type, there can be even more factors (fog, freestyle, assassin, escalating, etc.) and then we come to map dependent dynamics: a conquest map plays very differently from a standard gameplay map... etc.
Well, I think you make a strong point here. That is, in favour of symmetry.
There really are many, many factors at play in CC. Plenty to allow for varied games every time. That this map will have less variation than others is not an issue to me. One of the points of this map (which I now realize I somehow failed to mention earlier), is to not have lots and lots of options from the start. Rather, you have maybe 3-5 viable strategies (which really isn't less than many other maps), and choosing which to use is a matter of what the other guys are doing - yes, much like chess. Once the game progresses the options will multiply and you'll have more variation than you can keep track of.
I appreciate your input, but I reject the notion of introducing asymmetry to the map. I hope you'll share your insights on the map regardless.
Sully wrote:Label all your territories!
Hmpf. I just can't catch a break here.
Sully wrote:Not really sure what you mean by "+2 auto-deploy on homes" and "+1 per territory, max +2". They aren't entirely clear.
I think the update clears it up, but thinking on it I don't really like it. Just wanted to do something
a little different from the normal +3 bonus. Changed it a bit and am very open to suggestions here (regarding 'minimum' armies per turn).
Sully wrote:The "half" territories you could make something completely different - like maybe warps or their own collection bonus or something.
What are 'warps'? Never heard that term before.
I'm loathe to introduce more bonus areas. Well, at the very most I'd introduce 1 more, since that would fit with some representations of Yggdrasil - which has either 8 or 9 worlds, depending on who you ask. This is why I chose to make them fight over an additional bonus that both neighbours can use, rather than introducing another bonus area.
Sully wrote:Consider the prospect of using the new losing conditions feature for the starting positions.
I actually did, but I chose not to because the map was rather small at first, which would mean a couple of unlucky rounds could leave you eliminated. That's much too fast I think (yes, Doodle Earth is one of the maps I dislike the most, which may seem odd in light of my replies to natty, but there we are).
I've added the new losing condition to the legend.
Sully wrote:I think the pink territories could be used as drop territories, to make each game a little more different.
Yes, I agree - but not all of them I think. I'd like for the players to focus on their 'home areas', spreading out from there. Having 8 of the territories 1-16 as additional drops might be a good way to create just a bit more variation - as well as creating a bit of an advantage to the outer realms, allowing them to put some pressure on the inner realms from the start.
Another of the ideas I have apparently failed to mention is that I'd like it to take some time before the realms can reach eachother - at least inner vs. outer. Jormungand would serve as the primary fighting ground before either inner or outer realm can reach the other side.
Sully wrote:Connections - BD, AH, AP, and AX should all be connected to the two closest inner ring pink territories, and U, X, Y, and Z should be connected to their nearest pink territory.
U, X, Y, Z does now connect as suggested, and to a degree so does BD, AH, AP and AX. I've made these last four one-way, with complimentary lines of attack from the outer ring to the inner. Like I said, I do not want to have the lines of attack between inner and outer realms be too direct.
To that end I've placed another territory in the inner realms and made that the starting territory, so as to remove it a bit from the new connection from outer realms to Jormungand's outer ring.
All in all I'm still unsure about a lot of these connections. My overall aim is for the players to take and build up their home areas, then venture out onto Jormungand and seek to break though to the other realms.
Inner realms should be a bit tougher to get and hold, but have higher bonus and the extra path of attack through Ginnungagab(Gin).
I appreciate your comments muchly - please keep them coming!
- Click image to enlarge.
