Conquer Club

USApocalypse critique

Talk about all things related to Conquer Club

Moderator: Community Team

Forum rules
Please read the community guidelines before posting.

USApocalypse critique

Postby PsyDev on Mon Mar 10, 2008 6:42 am

USApocalypse is one of my favorite maps. I think from both an artistic and gameplay standpoint it is one of the most interesting maps on CC.
I have a complaint about it though. While I find the radiation zone idea very interesting (-1 reinforcement for controlling 1 or 2, bonuses for controlling more) , I think it's too crippling for players at the beginning of the game. I think having only 2 reinforcements takes away from the game (the name of the game is "Risk", after all, and the emphasis has always been on attacking). Allowing any player to have less than 3 reinforcements on their turn seems really odd and inappropriate to me.
It can be really frustrating when you keep only having 2 reinforcements forever and can't make any effective attacks. Should this be fixed? Beyond that, I think it's a really cool idea, and I like the additional strategic option that controlling the radiation zones opens.
I don't think it should be fixed by CC (e.g., no map lets you have less than 3) but maybe it could be by the map author. I don't know how people would feel about changing the rules of a map after it's released, but I think it would be a good idea. 2 reinforcements really sucks.
User avatar
Major PsyDev
 
Posts: 32
Joined: Thu May 10, 2007 12:28 pm
Location: Vancouver, B.C.

Postby MeDeFe on Mon Mar 10, 2008 7:39 am

The risk of starting with -1 is equal for all players. I'm against your proposal, also your definition of Risk (which to this day is not the same as CC) mainly consisting of attacking is highly subjective and up for debate. In my experience building and diplomacy are even more important than hitting auto attack and praying to the dice gods.



And actually you get -1 for every irradiated territory and +1 for every combination of 2 irradiated territories if I remember correctly.
saxitoxin wrote:Your position is more complex than the federal tax code. As soon as I think I understand it, I find another index of cross-references, exceptions and amendments I have to apply.
Timminz wrote:Yo mama is so classless, she could be a Marxist utopia.
User avatar
Major MeDeFe
 
Posts: 7831
Joined: Thu Apr 06, 2006 2:48 am
Location: Follow the trail of holes in other people's arguments.

Postby owenshooter on Mon Mar 10, 2008 10:09 am

one of the best features of the map, no way it should be changed... look at dust bowl, if you didn't get a -1 on the start of your turn in the dust, the map would be "zzzzzzzzzzzz"... it can be frustrating, as you said, but it is part of the game play on that map.-0
Image
Thorthoth,"Cloaking one's C&A fetish with moral authority and righteous indignation
makes it ever so much more erotically thrilling"
User avatar
Corporal 1st Class owenshooter
 
Posts: 13274
Joined: Wed Mar 07, 2007 6:01 pm
Location: Deep in the Heart of Tx

Postby yeti_c on Mon Mar 10, 2008 10:31 am

owenshooter wrote:one of the best features of the map, no way it should be changed... look at dust bowl, if you didn't get a -1 on the start of your turn in the dust, the map would be "zzzzzzzzzzzz"... it can be frustrating, as you said, but it is part of the game play on that map.-0


Actually Dustbowl is different - you still always get the 3 "in hand" but you may lose 3 from a decay...

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Postby owenshooter on Mon Mar 10, 2008 10:43 am

yeti_c wrote:Actually Dustbowl is different - you still always get the 3 "in hand" but you may lose 3 from a decay...
C.


wow, yeti... proud of that code aren't you?! i was just using it as an example of another board where you can lose armies at the start of a turn.. you know i'm an idiot!!!-0
Image
Thorthoth,"Cloaking one's C&A fetish with moral authority and righteous indignation
makes it ever so much more erotically thrilling"
User avatar
Corporal 1st Class owenshooter
 
Posts: 13274
Joined: Wed Mar 07, 2007 6:01 pm
Location: Deep in the Heart of Tx

Postby yeti_c on Mon Mar 10, 2008 10:56 am

owenshooter wrote:
yeti_c wrote:Actually Dustbowl is different - you still always get the 3 "in hand" but you may lose 3 from a decay...
C.


wow, yeti... proud of that code aren't you?! i was just using it as an example of another board where you can lose armies at the start of a turn.. you know i'm an idiot!!!-0


You love it... I didn't really do much code - but I was proud of my idea that was chosen for the bonus structure todo with the decay.

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Postby owenshooter on Mon Mar 10, 2008 11:46 am

yeti_c wrote:You love it... I didn't really do much code - but I was proud of my idea that was chosen for the bonus structure todo with the decay.
C.


this thread has officially been hijacked!!!-0
Image
Thorthoth,"Cloaking one's C&A fetish with moral authority and righteous indignation
makes it ever so much more erotically thrilling"
User avatar
Corporal 1st Class owenshooter
 
Posts: 13274
Joined: Wed Mar 07, 2007 6:01 pm
Location: Deep in the Heart of Tx

Postby dividedbyzero on Mon Mar 10, 2008 11:57 am

Here...I'll help you get it back on track, Owen and Yeti...

It makes for a good strategy point having the radiation territories. You might opt to leave a radiation point unprotected or fort it up depending on your situation. Otherwise you might as well be playing the regular USA map.

USApoc and Dust Bowl are two of my favorite maps because of their different bonus features. (Great job on that, Yeti C.) :)
Image
User avatar
Major dividedbyzero
 
Posts: 884
Joined: Wed Jul 26, 2006 7:09 pm


Return to Conquer Club Discussion

Who is online

Users browsing this forum: No registered users