Moderator: Cartographers
jonofperu wrote:1) Neutrals: Reduced the neutrals (again), but kept the corners slightly higher. I like the look of the staggered neutrals. The idea is it should be tempting to punch through the "landing" spot on a level and hit the lower neutrals to either side... BUT you risk leaving weak defense.
jonofperu wrote:I like how this will play. With low neutrals, high rewards and wide bombard zones there should be a lot of action.
jonofperu wrote:I think Koontz had said the corners on C-D should have MORE troops, though the C level will still have the problem of becoming exposed to more bombardments. That reflects the advantages/disadvantages of high ground I suppose. But should I raise the neutrals to 2 on C corners?
jonofperu wrote:I'm not convinced I should lower the auto-deploy for level C, since the main feature is the advantage of high ground and there should be an advantage for gaining a spot on level C => +2 autos.
if u keep the +2 auto-deploy, then the c corners might have to start with n3.
jonofperu wrote:I hadn't thought of limiting the number of players. Should it be? There are 16 starting spots so that's the natural limit.
jonofperu wrote:Is it possible to code starting spots for 9-12 players so only one person starts on each corner? In other words eliminate one corner starting spot on each corner if playing with 9-12.
jonofperu wrote:From what little I know of the XML, I planned on specific SP's for 2-4 players and random assigning of the 16 SP's with 6-12, but if you can tweak it more specifically for other numbers of players that would be nice.
koontz1973 wrote:Leave the coding for the 2-4 player games. Larger games will get the random drop and while some games will be unbalanced the size of players will negate any problems.
jonofperu wrote:if u keep the +2 auto-deploy, then the c corners might have to start with n3.
I'm willing to consider it. Remember that two sides of SP's bombard the C corners though, so I don't think they need extra neutrals, nor should it be very easy to grab all 4.
jonofperu wrote:I think you're forgetting the camps bomb UP to level C.
So the C corners can be bombed by 8 starting points.
from my phone
iancanton wrote:each c corner can be one-way bombarded by one d corner and by nothing else
jonofperu wrote:Koontz, your argument earlier was that the exposure of the B corners made them hard to hold so the neutrals should be reduced. Considering the bombardment from 8 camps, should the C corners not be left as is?
jonofperu wrote:So... you guys think n3 on the C corners?
I suppose beta testing will help tweak the right balance? Should be pretty easy to adjust neutral levels at any point. I'm a little unclear on how beta is supposed to work. I've made some comments on Spanish Armada while playing the Beta because I think the one-way beacon chain and de Parma Army bonuses create an imbalance in starting spots. I suppose if those kinds of things are identified in beta can you still have to fix them?
jonofperu wrote:I guess I was wondering if there are any meta testing programs run in Beta or if it's just based on feedback in foundry.
How are we looking for a gameplay stamp?
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