Moderator: Cartographers
Dako wrote:Yes, I don't like mirror maps as well. But 2,2,2 neutrals are much stronger than 3,3. Remember that you are leaving 1 troop behind for each terr you conquer.
natty_dread wrote:Dako wrote:He means that some Landing Points have 2 terrs between Clans grounds, and some have 3. He wants all of them be an equal number (2 for example).
I'd rather see those areas balanced another way, like making them have easier access to portals.
Or, if you don't want to change territory connections... all this would be easy to solve with some creative neutral values. For example, those that have 3 territories could have 2 neutrals and those who have 2 territories could have 3 neutrals on the territories. This way each starting point will have to slay the same amount of neutrals to get to the clans ground, no matter if there's 3 or 2 territories in between.
I like some variation to starting points. Makes you have to adapt your strategy according to the drop.
Blitzaholic wrote:natty_dread wrote:Dako wrote:He means that some Landing Points have 2 terrs between Clans grounds, and some have 3. He wants all of them be an equal number (2 for example).
I'd rather see those areas balanced another way, like making them have easier access to portals.
Or, if you don't want to change territory connections... all this would be easy to solve with some creative neutral values. For example, those that have 3 territories could have 2 neutrals and those who have 2 territories could have 3 neutrals on the territories. This way each starting point will have to slay the same amount of neutrals to get to the clans ground, no matter if there's 3 or 2 territories in between.
I like some variation to starting points. Makes you have to adapt your strategy according to the drop.
If the blue guys give us permission and Kab does not mind making that slight change, I would be ok with this, then Bunga could wrap up the xml, let us know cartographers. Are you ok with this Kab if blue men agree?
Kabanellas wrote:Totally
Blitzaholic wrote:any input on this cartographers?
Blitzaholic wrote:natty_dread wrote:Dako wrote:He means that some Landing Points have 2 terrs between Clans grounds, and some have 3. He wants all of them be an equal number (2 for example).
I'd rather see those areas balanced another way, like making them have easier access to portals.
Or, if you don't want to change territory connections... all this would be easy to solve with some creative neutral values. For example, those that have 3 territories could have 2 neutrals and those who have 2 territories could have 3 neutrals on the territories. This way each starting point will have to slay the same amount of neutrals to get to the clans ground, no matter if there's 3 or 2 territories in between.
I like some variation to starting points. Makes you have to adapt your strategy according to the drop.
If the blue guys give us permission and Kab does not mind making that slight change, I would be ok with this, then Bunga could wrap up the xml, let us know cartographers. Are you ok with this Kab if blue men agree?
danfrank wrote:I feel like a broken record. I will try to take make it as simple as possible. The obvious first target is going to be the clans grounds for the auto deploy of 3. All landing ground areas need to conquer 2 terts to reach the portal. I feel the portal will have no significant value until troops are built up in the later rounds. Thus the first meaningful position will be the landing ground ( LG )
So heres the breakdown and the sly remarks to go with it.. The board clearly favors THOTA , which i am not surprised since they are the maker , EMPIRE and TSM ( did these clans have input on this map) They need only conquer 2 spaces to reach each of their LG`s .
LOW 3 and 4
Legion 3 and 4
AOD 2 and 5
Imperial Dragoons 2 and 3
Immortal Assasins 2 and 3
Tofu 2 and 3
Bss 2 and 3
Clearly this is unbalanced and would be a disappointment for the site to promote a map which doesnt allow for fair play . The scenario i laid out is the most logical. I could even take it a step further if you like . BSS needs to conquer 4 spaces to reach LG DD and the Empire need only conquer 2 to reach the same LG . Thota needs to conquer 2 spaces to reach LG AOC and Low needs to conquer 3 to reach the same LG. What say you
natty_dread wrote:Edit. on second thought, it would be better to do in such a way that all territories on the routes would have at least 2. 1:s are much easier to attack, giving advantage to those with 1:s on their way.
So the route with 5 territories should have a total of 10, so let's go up from there...
5 territories = 10 troops total
4 territories = 11 troops total
3 territories = 12 troops total
2 territories = 13 troops total
So then we arrive at neutral values such as these:
5 territories: 2,2,2,2,2
4 territories: 3,3,3,2
3 territories: 4,4,4
2 territories: 6,7
These may seem a bit high, but at least they are fair...
(on third thought, I probably should just have edited my first post, but, meh...)
Dako wrote:He means that some Landing Points have 2 terrs between Clans grounds, and some have 3. He wants all of them be an equal number (2 for example).
Kabanellas wrote:I've been analysing all distances between Clan Grounds and Landing Points while checking all odds on a first move/round.
I'm proposing some adjustments on starting troops for each starting position (Landing Points) rather than increase all neutral values on map.
This table (posted below) helped me to balance all numbers and odds:
-you can see the number of regions between Landing Points and Clan Grounds for each Clan
-the proposed starting neutral troops appearing on them
-the proposed starting troops for each starting position
-the odds of reaching each Clan Ground from its respective LP - counted the starting troops + 3 (LP auto deploy) + 3 region bonus
-the relation between the odds of getting a CG by a clan and the odds of that same CG being get by its neighbour - you can see that Angels of Death has 25,8% chance of getting the nearest CG while the neighbouring Clan (Imperial Dragoons) has a 21,4%
had to rearrange portals positions in THOTA and Legends of War regions to balance things a bit.
Neutral troop positions
All neutral starters are 2, unless stated otherwise
EDIT: Deep Portals will start with 7 neutral troops as well
Kabanellas wrote:yes.... the Odds will escalate for both sides.
take Angels of Death for instance:
in the second round they will have 19 (7+3+3+3+3)
wich will represent a 70,1% chance of taking Kort - The Imperial Dragoons (this side neighbour) will have 18 troops, meaning a 70,2 chance of getting it
on the other front, in Myth - Angels will have a 38,9% chance of taking it, while The Legion will have 34,6%
all sides have equivalent odds of taking the respective Clan Ground 'buffer'
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