cairnswk wrote:Still 31 games being player out.
It's moving....now down to 27.
Moderator: Cartographers
cairnswk wrote:Still 31 games being player out.
barterer2002 wrote:Are they legitimate ends or are they "I'm sick of playing a game that will never end" endings.
oaktown wrote:Das Schloss: you give a bonus for holding 18, but I count 19 territories. Intentional? Mistake? Heli-pad doesn't count? I'm miscounting?
max is gr8 wrote:oaktown wrote:Das Schloss: you give a bonus for holding 18, but I count 19 territories. Intentional? Mistake? Heli-pad doesn't count? I'm miscounting?
Helipad returns neutral so bonuses can't be earned for it. 18 is correct. And do you have an obsession with adding hyphens in the wrong place
oaktown wrote:this thread has been moved back to the Main Foundry at the mapmaker's request.
Poll results:
Should this map be objective only; or objective but allow for terminator and assassin games?
Objective Only - No terminator or assassin games allowed: 57 votes, 61%
Objective but also allows terminator or assassin games: 35 votes, 38%
Night Strike wrote:Right now I'm against it, but with some work that opinion might change.
Blitzaholic wrote:Night Strike wrote:Right now I'm against it, but with some work that opinion might change.
yeah, again too much thinking and reading involved for many cc players, keep em more simpler perhaps
oaktown wrote:Should this map be objective only;
or objective but allow for terminator and assassin games?
Objective Only - No terminator or assassin games allowed: 57 votes, 61%
Objective but also allows terminator or assassin games: 35 votes, 38%
blakebowling wrote:Assassin games are still possible to win without holding the objective, as your opponent won't necessarily have an un-conquerable territory.
barterer2002 wrote:So I guess my question at this point is in the end what has changed. There are a number of visual changes and some killer neutrals but in the end, if you've got an 8 player escalating game and you have to hold the the objectives for an entire turn through your opponents I'm not sure that there is anything that has really changed from a game play perspective. Its possible, of course, that I'm missing something
BENJIKAT IS DEAD wrote:barterer2002 wrote:So I guess my question at this point is in the end what has changed. There are a number of visual changes and some killer neutrals but in the end, if you've got an 8 player escalating game and you have to hold the the objectives for an entire turn through your opponents I'm not sure that there is anything that has really changed from a game play perspective. Its possible, of course, that I'm missing something
I can't see how an escalating game would finish either (assuming a reasonable level of player competency)
yeti_c wrote:BENJIKAT IS DEAD wrote:I can't see how an escalating game would finish either (assuming a reasonable level of player competency)
If you assume that then you could assume that people would realise that escalating = bad on this map?
C.
BENJIKAT IS DEAD wrote:yeti_c wrote:BENJIKAT IS DEAD wrote:I can't see how an escalating game would finish either (assuming a reasonable level of player competency)
If you assume that then you could assume that people would realise that escalating = bad on this map?
C.
It's unfortunately not as simple as that - I joined my stalemated game as part of a tourney - so just blindly joined like the vast majority would. There is also a tendency to "play a quick esc" on each new map that comes out - as it has so far been assumed that a standard escalating game is (unlikely) to stalemate.
Most other settings that players "should have known better about" lead to lopsided quick wins... the opposite is the case here, where literally the only way for my current game (as well as any esc games on the revised map too) to end is either deadbeating or collusion.
yeti_c wrote:
Whilst I agree - I also would hate to see the 1 unique selling point of this map ruined because it doesn't work with escalating cards.
C.
barterer2002 wrote:Its not really a tough conundrum. the solution is to make the map remain objective but to cause the game to end when the objectives are all held. Not until your next turn but held at all at the end of your turn (or the start of the next person's turn). The thing that makes the map unplayable in an escalating game (particularly with large numbers of players) is that objectives can't be held through 7 turns of opponents. They are possible to grab (although that can still be difficult) but at the moment there is no reason to try to make a mass run at a target because the only way for the game to end is for the other players to allow it. Instead, if the objective was to grab the territories it would still be objective based and would be playable in all formats.
yeti_c wrote:barterer2002 wrote:Its not really a tough conundrum. the solution is to make the map remain objective but to cause the game to end when the objectives are all held. Not until your next turn but held at all at the end of your turn (or the start of the next person's turn). The thing that makes the map unplayable in an escalating game (particularly with large numbers of players) is that objectives can't be held through 7 turns of opponents. They are possible to grab (although that can still be difficult) but at the moment there is no reason to try to make a mass run at a target because the only way for the game to end is for the other players to allow it. Instead, if the objective was to grab the territories it would still be objective based and would be playable in all formats.
But that is not a viable solution at the moment - as it's not possible with the current game engine.
C.
yeti_c wrote:I also would hate to see the 1 unique selling point of this map ruined because it doesn't work with escalating cards.
C.
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?
Incandenza wrote:yeti_c wrote:I also would hate to see the 1 unique selling point of this map ruined because it doesn't work with escalating cards.
C.
I don't think it's just an issue with escalating. Again, if we're going to assume a modicum of player competence, then I'm not convinced that ANY 6-8 player singles game will ever end save through collusion or deadbeating. This may also hold true for 6 and 8 player dubs games as well.
No map can be perfect for all settings, but this might be pushing it, which is why I haven't commented at all on new bonuses and map layout and what not. Once the vote went through to keep the core "players can't be killed" concept, I have to say that I kind of gave up on the map, despite my early support for it before its initial launch.
Users browsing this forum: No registered users