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mc05025 wrote:I play only big games (8 players) and I prefer to play with good players so I will tell you one problem about that kind of games.
In a lot of maps, the big games (8 players) with flat rate are very likely to end to a stalemate.
These games are veeeery boring and they end when a player or players miss their turns and be kicked out or with a suiside.
This map has an additional problem that the catapelts and archers make better defence than attacks.
I have allready seen games that there was a great danger to end at a stalemate. For example see game 8200655. A good playing at that game will end at a stalemate although red played very well and at the biggining of the game had three castles and much more troops than anyone else.
mc05025 wrote:Sollution.
The only solution I can imagine is to give more combined bonuses so when a player becomes very strong to be very difficult for the others to fight him.
For example give extra bonuses for the player with two castles (triple villages bonus for two castles and x6 villages bonus for three castles etc).
That is only an example of course. I do not know if something like that created problems at other kinds of games like 1vc1. But at 8 player game the solution I suggested whould give a very good reason for everybody to make many big attacks and it would reduse very much the problem of the stalemates.
I agree that your last change at the castles (start only with a noble) made the game worse because if someone has one or two bad rolls at the beggining he has completely lost.
MarshalNey wrote:For free-for-all games, this map played really well, although that was before the update and I'm really not a fan of the neutral castles for those games, although it might help with the problem below...
For team games, this map played quite a bit like Poland, which means the strategy is to load up on a single Noble and take the Chamberlain, then use a huge stack to attack the King and wipe all of the other players. It makes the whole concept of Empire-building and production lines irrelevant.
chipv wrote:The king is used plenty but I am not totally comfortable with the new change myself either.
Solving 1v1 at the expense of team games is not a good exchange, I think.
For this reason I would be ok to revert back to having castle + noble as starting positions as before.
Lubawski wrote:I think the King should be a little higher in troops. 7 is just too easy to plow through, even with the counsellor to go through first.
Lubawski wrote:Hey guys, I've played the map quite a bit in team games. The new set up with neutrals can kill a dubs game if you don't get the castle first turn.
chipv wrote:MarshalNey, you have played a grand total of TWO games on this map, NONE of which have been with the new changes.
For your information what you have described is patently NOT a winning strategy , neither does it occur often at all.
(I have only seen another team try this once and we beat them easily without resorting to stacking).
Could you please devote more effort into playing the game before issuing what amounts to a comprehensive
whitewash of the multiple strategies this map has to offer, we have have put much more effort into analysing the
gameplay that you may even be aware of after your 2 games.
If you don't see how to play the game yet, I suggest play some more, what you have described is basically a noob tactic.
On the other hand I think the proposal to raise the king neutrals is worth thinking about, let me do some proper maths first.
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
Joodoo wrote:How many territories are on this map?
MrBenn wrote:Was it just the starting positions that have reverted? Was there some more discussion about bonus values and attack ranges?
Brutal Assassin wrote:Just something of note - With Archers/Catapults only being able to assault like tiles, I ended up stuck in a scenario where I had around 30 troops which were stranded with no way of winning. All I could do was attack around the map in a circle. Being an honorable player, I opted to not suicide on someone, but really that is the only option I have that would impact the game. Otherwise I'm just stuck making men waiting for someone to kill me since there is no way to expand outward.
Game: http://www.conquerclub.com/game.php?game=8271553
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