Clarity of information can be seen as a subset of gameplay, or at least important to gameplay development.Hopscotcher wrote: Aren't these Graphics issues anyway? Not Gameplay? Just sayin.
So nyah.
Moderator: Cartographers
Clarity of information can be seen as a subset of gameplay, or at least important to gameplay development.Hopscotcher wrote: Aren't these Graphics issues anyway? Not Gameplay? Just sayin.
So... is it so that stations and pirates can only attack fanatics, or can they also attack adjacent territories?That's essentially what it's like right now, where pirates don't need to go through an antenna to assault Fanatics like regular stations do, with the drawback that they occupy more central and thus less easily-defensible positions. Do you think that's balanced?


I get that, but the territories are also surrounded by roads and many maps have roads as impassables... I'm just trying to consider every possibility here, it could be that someone would be confused about it...yeti_c wrote:It's like most maps - adjacent territories can attack adjacent territories!?
C.

Er - the roads are the borders...natty_dread wrote:I get that, but the territories are also surrounded by roads and many maps have roads as impassables... I'm just trying to consider every possibility here, it could be that someone would be confused about it...yeti_c wrote:It's like most maps - adjacent territories can attack adjacent territories!?
C.


Quickbuy is a sponsor, not a starting point.Sorry if this has already been discussed, I have not read the entire thread, but I think there might be a disadvantage to the player who starts in Quickbuy.

A good point. Here's a new version:carlpgoodrich wrote:Natty, you are right of course. I should have been more careful before posting. However, I believe the imbalance in play still exists. The player starting on BLAH can capture two sponsors by taking just 3 territories, while every other player will have to take at least four. Maybe you disagree, but I believe this to be a considerable advantage.

If there is an imbalance, I don't think it's in favor of the pirates. They are in the center, which means they have more direction to worry about attacks from.natty_dread wrote: Anyway, as for changes... The pirates vs. regular stations could still be a tiny bit imbalanced... so perhaps you could fix this by having regular stations start with 1-2 more troops.

Also Antenna's right? Because you can take over stations in much the same manner.natty_dread wrote:Well.. the first thing that glares out to me is that when you look at stations vs. pirates, there are places where there's only 3 troops on 2 territories between a station and a pirate. So, both start with 3, station gets +2 autodeploy and +3 deploy, on top of that 3 troops... That's 8 troops, so then if the station player starts first, he'll have 8 troops, 3 in between and 3 on the pirate station. There's a distinct possibility of 1st round eliminations there.
I think you'll need to increase the neutral count around pirates.
To eliminate from a station first turn you'd have to take 7 with 8 (for a pirate, or 8 wuth 8 to take another legal station).Hopscotcher wrote:Also Antenna's right? Because you can take over stations in much the same manner.natty_dread wrote:Well.. the first thing that glares out to me is that when you look at stations vs. pirates, there are places where there's only 3 troops on 2 territories between a station and a pirate. So, both start with 3, station gets +2 autodeploy and +3 deploy, on top of that 3 troops... That's 8 troops, so then if the station player starts first, he'll have 8 troops, 3 in between and 3 on the pirate station. There's a distinct possibility of 1st round eliminations there.
I think you'll need to increase the neutral count around pirates.
To avoid easy early kills, you need to install a mechanism to buffer between the radio stations.
Perhaps only Sponsors can attack Stations???? Pirate or otherwise?

I vote for doing both: scrapping standard terr bonus and increasing all the surrounding neutral 1s to neutral 2. Since it's a small map and there are +2auto's, I would be worried about too many armies in too small a space too early in the game.MrBenn wrote:If the standard terr bonus is scrapped, then the stack to start will drop to 6 (3 from the drop. +2 auto, +1 terr bonus); this reduces the chance of a first turn kill
You could change all the neutral 1s to neutral 2s... You may need to up a couple of houses in some places to 3 too.
How's +1 troop for for each 2 regular houses? With 1 troop as a minimum, of course.carlpgoodrich wrote:I vote for doing both: scrapping standard terr bonus and increasing all the surrounding neutral 1s to neutral 2. Since it's a small map and there are +2auto's, I would be worried about too many armies in too small a space too early in the game.MrBenn wrote:If the standard terr bonus is scrapped, then the stack to start will drop to 6 (3 from the drop. +2 auto, +1 terr bonus); this reduces the chance of a first turn kill
You could change all the neutral 1s to neutral 2s... You may need to up a couple of houses in some places to 3 too.
Perhaps if this was a bigger map, but having six fanatics essentially guarantees that there will be a fanatic next to a pirate, which would make the pirate far too vulnerable.Also, for a out of nowhere idea: What about increasing the number of fanatics from 2 to 6, but making them station specific (after all, most people don't listen to EVERYTHING) In other words, each station would have one fanatic that it would be able to one way attack, but which no other normal station could attack. Then, the pirate stations, being the pirates that they are, could one way attack all the fanatics (or maybe each pirate could attack three of them). This would increase the value of pirates and make people more likely to use the fanatics. Thoughts?
-Carlpgoodrich
Good point. I was kinda thinking the same thing. Just wanted to throw it out there...Evil DIMwit wrote:Perhaps if this was a bigger map, but having six fanatics essentially guarantees that there will be a fanatic next to a pirate, which would make the pirate far too vulnerable.carlpgoodrich wrote:Also, for a out of nowhere idea: What about increasing the number of fanatics from 2 to 6, but making them station specific (after all, most people don't listen to EVERYTHING) In other words, each station would have one fanatic that it would be able to one way attack, but which no other normal station could attack. Then, the pirate stations, being the pirates that they are, could one way attack all the fanatics (or maybe each pirate could attack three of them). This would increase the value of pirates and make people more likely to use the fanatics. Thoughts?
-Carlpgoodrich
