Moderator: Cartographers



Hmm. I guess I missed that... But the bases can attack the territory they are in though, no? A lot of my points are still valid...natty_dread wrote:Bases can only be assaulted by south pole

duh, that's the point...The South Pole is essentially an objective, the way you have it set up.



I think if we go with the high decay on the SP, and go with a feudal type reinforcements of +1 for every 2 regions (whereas we would have to redraw a few borders here and there) that would still work out pretty good. I still think that having the bases only able to be attacked through the South Pole is the way to go here. This would set it up for a very strategic game. With having the decays as carl mentioned -2 for each territory, you wouldn't want to be sitting in one spot for too long, so you would be forced to keep moving. Maybe have the territories the bases are in have a decay of -1 up to two territories away and the -2, and the sectors we can keep at -3 decay with the SP having the decay of -10.carlpgoodrich wrote:My suggestion is set up similar to Oasis, but I do not believe the gameplay would be at all similar. In Oasis, there are lots of territories that do not decay so people stick to those until they are ready to attack the objective. Also, the +1 per 1 makes it very advantageous to conquer large amounts of land despite the decay. Still, it was just a suggestion and of course all decisions are left to Natty and Isaiah.


Now if we have the SP as the objective there shouldn't be any stalemating, though if we have the SP bombard the bases, it will be like Arms Race with the missile launch, which I think would play out good here. If we go this route I'm thinking we should lower the autodeploy on the bases to +1 instead of the +2. This should force players from just stacking those autodeploys on the bases as much.natty_dread wrote:Well, we need to make some decisions here...
- Bases: assaultable from SP only, or by land too? From SP only
- Land: decay or not? Decay -2
- Bonuses: keep the "continent" bonus, or introduce feudal style "+1 for 2 territories" bonus? I don't know, I'm kinda leaning towards Feudal style with this one
- South pole: killer neutral, decay, regular neutral; bombard/attack the bases; objective? Well if we have it as the objective then we will need a lot of neutrals on it. At the same time if we have it as a decaying neutral then it should be a high decay of at least -10.
These are the main questions.
I guess I'd like the gameplay to be dynamic, something that doesn't stagnate and resists stalemating well... maps like that are the most fun to play IMO. Other than that, I don't really care about the details, even though I like to throw suggestions and ideas now and then...
You make a couple of good points. I'll have to get back with you on these when I have had time to mull it over.carlpgoodrich wrote:I agree, if the decay is used, it needs to be offset by some sort of Feudal like bonus. Do you mean +1 per 2 territories within a region or +1 for any 2 territories? I assume this is in addition to the standard +1 per 3 (min 3) bonus?
I am somewhat indifferent regarding whether the SP is an objective or not. I think it might be interesting to have the SP attack the bases like you said, but in order to get the big Arms Race like bonus you would need to hold all 4 sectors and the SP. This is similar to Arms Race except with a twist: if someone takes one sector you get hit by massive decays. If this is the case, you wouldn't need to have a huge neutral count on SP (maybe 20-30 range?) so someone could theoretically just go through the SP and attack without the big bonus.
Unfortunately, autodeploys (and hence, decays which are just negative autodeploys) cannot be made conditional.This is similar to Arms Race except with a twist: if someone takes one sector you get hit by massive decays.
