Moderator: Cartographers
You ever played Sequential on Pearl Harbor? Everyone almost always starts out with a bonus. In Turn order, everyone pretty much eliminates everyone elses bonus. At some point the game ends.ustus wrote:hmmm... so if two players start next to each other, and one goes first with two +1 bonuses (which wouldn't be too improbable) and the other starts with a -1 or two (or, God forbid, 3!) we're talking about the first person getting a minimum of +5 their first turn, and possibly hitting the second, who could be getting only 1 reinforcement, i think this sounds like a disaster. I think at the very least, the minus one needs to start neutral, unless i'm wrong and even on 8 player the map starts everyone with more than 12 terits... in which case we're still looking at a possible difference in starting reinforcements of up to 5 or 6 if someone gets really unlucky. I think that's a big enough difference to at least screw up the game experience, no fun to start that far behind unless the person who starts ahead plays really dumb and you manage to win from that start. Just a thought (sorry i've kinda dissapeared... i spend no time at my computer now that i'm home from college. Glad to see this is still progressing, keep up the good work. And don't bump the sticky thread)
I personally like the carts at -1. It makes holding the cash harder.a.sub wrote:gangsters get an auto deploy of 1
alarms get an auto deploy of -1
carts get nada
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yeah but maybe an easier win will make people concentrate more on the carts cash and not on each other?Hopscotcher wrote:I personally like the carts at -1. It makes holding the cash harder.a.sub wrote:gangsters get an auto deploy of 1
alarms get an auto deploy of -1
carts get nada
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There are lots of maps with win objectives: Oasis, Operation Drug War has several, etc.a.sub wrote:yeah but maybe an easier win will make people concentrate more on the carts cash and not on each other?Hopscotcher wrote:I personally like the carts at -1. It makes holding the cash harder.a.sub wrote:gangsters get an auto deploy of 1
alarms get an auto deploy of -1
carts get nada
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just a thought
I'm not writing anything other than: I played a game on Prison max and it was the end of the game. The only territory I controlled was gas chamber (-5 without warden)anyway, the cops are also a -1 because of a gameplay consideration, they make a penalty for seeking out the objective, which you have to have to win. though, now that the subject's come up, that might cause sitting and waiting for your opponents to take the carts, then killing all their territs except the -1 (which brings me back to an earlier question of mine, what happens if you''ve got only 9 or fewer terits, but more than 3 -1 bonuses? you'd have negative reinforcements, what will the XML do?)
I'm pretty sure it's possible, but I've never even looked at XML, so....ustus wrote:I don't know if it's possible to fort along a line that can't attack, ask someone who knows something about XML... but that's an interesting concept...
well that answers one of my questions asked for curiosity's sake...Hopscotcher wrote:I'm not writing anything other than: I played a game on Prison max and it was the end of the game. The only territory I controlled was gas chamber (-5 without warden)anyway, the cops are also a -1 because of a gameplay consideration, they make a penalty for seeking out the objective, which you have to have to win. though, now that the subject's come up, that might cause sitting and waiting for your opponents to take the carts, then killing all their territs except the -1 (which brings me back to an earlier question of mine, what happens if you''ve got only 9 or fewer terits, but more than 3 -1 bonuses? you'd have negative reinforcements, what will the XML do?)
I was awarded a single troop for my turn. Of course, it was escalating and I had a set and I almost won lol, but that was the base deployment.
In that case i'm kinda surprised that's the only incident of it... Ok, someone who knows XML, how does that work? i'm assuming it's a diff command than just border, similar to bombardment or one way attack. I'd want to use this to make a supply chain in some maps, possibly include a subway that functions like this in a city map, the number of uses i'm seeing for that is incredible right now.Hopscotcher wrote:I'm pretty sure it's possible, but I've never even looked at XML, so....ustus wrote:I don't know if it's possible to fort along a line that can't attack, ask someone who knows something about XML... but that's an interesting concept...
but I know in Halloween Hallows, you can fort along lines that can't attack each other... Bone to Witch to Cross. So it's probably doable.
OK. off to bed with me before I start rambling too.
Code: Select all
<territory>
<name>Wicked The Witch</name>
<borders>
<border>Witch's Castle</border>
<border>Tombstone Terrace</border>
<border>Gizzard Gue</border>
<border>Bat Wings</border>
<border>Mathius Goodbook</border>
<border>Fallow Field</border>
<border>Skull Road</border>
<border>Cauldron Bubble</border>
</borders>
<coordinates>
<smallx>397</smallx>
<smally>84</smally>
<largex>490</largex>
<largey>99</largey>
</coordinates>
</territory>well i doubt it since i will prolly make the thugs neutral 2 to start withustus wrote:That would work, it allows you to hold a stash and still not lose any reinforcements (leave one on the stash, stock a spot you have to use to get to the stash). I also like the thug upgrade, but will that make a player too powerful if they just seek out thugs? and what did you decide about starting positions?
5 on doors is a maybe because that sounds reasonableustus wrote:I was thinking more on the stashes and doors, at least 5 on the doors (they're major obstacles) and at least 2 or 3 on the stashes (they're objectives)
My only thought is the same thing I've said before: too many neutral territories.ustus wrote:I was thinking more on the stashes and doors, at least 5 on the doors (they're major obstacles) and at least 2 or 3 on the stashes (they're objectives)