yeti_c wrote:barterer2002 wrote:Clearly I don't understand how the game engine works. I'm not trying to be stubborn, just trying to find a workable solution and since I don't fully understand this problem maybe I'll just pose my thoughts and you can explain how it won't work.
My understanding is that the game engine looks for circumstances at two times during a turn. 1). At the beginning of the turn it looks to see if Player A is holding certain bonuses etc. Presumably it is this part of the programming that objective based wins work off of and where we'd expect that the conditions of this map would also check. Similarly I am working on the assumption that you can not check to see if Player B, C, D or E has reached certain objectives at this time either. 2). Midturn-at this point the game engine check to determine whether a player who has just had a tert taken has any terts left or if they have been eliminated. Is it possible at this point to look, not at the opponent but at the territory. Or is it unable to be map specific on that and it would slow down the game throughout the site unnecessarily?
You're not listening... Yes all of the above *could* be done - if Lack wrote some code... however - as Lack hasn't offered any changes of the like above - then it won't happen...
Also - you're missing the bigger picture - the Objectives win isn't just limited to this map - so your above changes would affect other maps - where the "hold for 1 turn" (Just like any continent bonus) is evaluated at the beginning of your turn.
It makes sense for the Objective to have to be held for a turn - in fact - this harks back to the board game - with Mission cards you had to hold the mission for a turn and at the beginning of your next turn - declare your win.
C.
Its not that I'm not listening Yeti, its just that I'm not very bright and need things explained to me as if I were 5 sometimes.
I never played the mission cards on the board game-they came after my time-so I don't fully understand them.
So what I'm understanding you saying is that any code that is put in would affect every map, not just Das Schloss which is not desired.
So the question is How do we make Das Schloss a winnable game in larger escalating games (i'm not convinced that 6 player will produce a different result than 8 player).
The parameters of the discussion are that we need to keep the objective goal of the map as well as the limitations of game coding.
The way to win an escalating game is to cascade through the players taking their cards as they go. Is it possible to program this game to take cards without eliminating the player if you cut him back to just the parachutes? For instance the idea is that if Player A loses all his territories except for Philby that he loses his cards to the player that took them, or is this the same issue that its something that would have to be hard coded in (my apologies Yeti as I don't know where map specific things end and game engine coding begins so I'll throw out ideas, just tell me they won't work)
You could also revamp the map to make the objectives less exposed. For instance, int he original version three of the four objectives were protected by choke points. Kom Wilhelm wasn't. The revamped version has exposed Munitionsraum from two sides although Funkraum is now protected by Munitionsraum and Kom Wilhelm can be protected from Militarlager. I think it would be more helpful to have Munitionsraum open to only one other tert. I'm looking at making the four objectives easier to hold once they've been claimed. I also don't think this solves the issue, just makes it easier to hold.
I'm also wondering if the bonuses should be higher on this one. And by higher I mean ridiculously high. I'm thinking of things like +25 for holding Das Schloss rather than +3 that it now is. +20 for the Flughafen instead of the +2 that now exists. The reason is that there needs to be an incentive to go and move to get one of the objective sides and once that is done there needs to be the ability to move and get the others and its something that needs to be done before bonuses get up to 3-400 per turn in.
Feel free to shoot down any ideas, just trying to figure out how to make it work