,
Moderator: Cartographers

 Swimmerdude99
				Swimmerdude99
			




























 2
2 5
5

 5
5 5
5 
		swimmerdude99 wrote:I am a fan of the map concept, in fact would be one of my favorites. however the 5 troop thing is about to make me quit playing the map, it makes the game all dice in team games. it needs to be something like you always get 3 troops, but you get a bonus of 1 troop for every 5 territs? or soemthing like that?.... the automatic 5 is insane though

 AndyDufresne
				AndyDufresne
			











 
			 
   congrats on the beta ... Suggestion forting can be done adjacently as well as in the knights directions .. is that correct ?    i feel forting should be done in the same manner   knight moves only
     congrats on the beta ... Suggestion forting can be done adjacently as well as in the knights directions .. is that correct ?    i feel forting should be done in the same manner   knight moves only
 danfrank
				danfrank
			



















 
		danfrank wrote:=D>congrats on the beta ... Suggestion forting can be done adjacently as well as in the knights directions .. is that correct ? i feel forting should be done in the same manner knight moves only
 ManBungalow
				ManBungalow
			






















 
		

 Ninja Champion
				Ninja Champion
			


























 
		 chapcrap
				chapcrap
			






























 
		

 koontz1973
				koontz1973
			




















 
		 chapcrap
				chapcrap
			






























 
		chapcrap wrote:The reinforcements and attacking are fine, IMO.
If you make the bonuses for 3 plus a bonus for every 7 terts, then in 1v1, people would still get 5 for the deploy unless they took 5 more terts, which could happen, or if they lose 3. I think that would effect the 1v1 play very much, but would allow larger games to be more viable.
With a deploy of 5 on the first turn, if someone actually was able to take 5 terts to increase the deploy to 6, the opponent should be able to take 1 because you only need to hit one neutral before being able to hit the opponent.
And it would speed up 1v1 games as well. Instead of taking forever to finish up once someone is clearly ahead and going to win, it will be able to move faster.

 thehippo8
				thehippo8
			


















 
		

 koontz1973
				koontz1973
			




















 
		 chapcrap
				chapcrap
			






























 
		chapcrap wrote:Well, you could put a cap on it or change the system as the tert count grows. Think about the settings on ConquerMan. Something like that.
 Just like chess.
  Just like chess.  
 

 koontz1973
				koontz1973
			




















 
		
 thehippo8
				thehippo8
			


















 
		
 theButterfly
				theButterfly
			




 
		 chapcrap
				chapcrap
			






























 
		theButterfly wrote:Sorry if this has been mentioned before, but did you realize you spelled "receive" incorrectly on the map?




 koontz1973
				koontz1973
			




















 
		chapcrap wrote:If you don't want to change it just say no. You're argument doesn't really hold water.
You can not easily take 16 terts on your first turn. winning 11 3v1 is not good odds. And that's on top of not losing any 4v1 either. Even if someone did that, what they would deploy would be easily broken and the bonuses taken by the second player.
My suggestion for would be everyone gets 3 every time and then 1 for every 7 terts with a max of 6 for the deploy. This isn't to aid the 1v1 games. They will essentially be the same. This move is to try to alter team games to be more playable.


 koontz1973
				koontz1973
			




















 
		

 thehippo8
				thehippo8
			


















 
		thehippo8 wrote:Wow ... I wish us mortals could have access to the data you see! META!!


 koontz1973
				koontz1973
			




















 
		

 deantursx
				deantursx
			



















 
		deantursx wrote:I think a pretty cool change would be changing the yellow squares in the middle to +1 autodeploys instead of the bonus
 
 

 koontz1973
				koontz1973
			




















 
		koontz1973 wrote:jammyjames wrote:Quick question - why is movement only limited to 2 forwards 1 side. In chess you can go 1 forward 2 side with a knight also?
Just curious - Does it make the XML far too awkward to do?
Cheers
You are right, you can do that, and you can do that in this one as well. Think about it.
As for the queary over the 5 troops per round, if any ideas on raising or lowering them, I am all ears but would like to wait for a couple of weeks and see what the results of games are. Most seem to be going near round 20 so it seems to be a long game map.
 . I like this map for that reason the unique movement.     Good Job Koontz ..
 . I like this map for that reason the unique movement.     Good Job Koontz ..  

 danfrank
				danfrank
			



















 
		koontz1973 wrote:deantursx wrote:I think a pretty cool change would be changing the yellow squares in the middle to +1 autodeploys instead of the bonus
Nice idea but I am going to reject it for 2 reasons.
1. Having the different type of bonuses is going to cause confusion with new players and also complicate a map that is proving to be more complicated than some would think at first glance. This comes with primarily with the different type of attack routes.
2. Once held, it would be very hard to break so games will end up with lots of attacking around 4 squares that will become blocks of troops. Only broken at the end of games when spoils become big enough to do so.

 danfrank
				danfrank
			



















 
		danfrank wrote: if you adjust it to 1 per 3 then starting with 5 is cool.
danfrank wrote: I just thought of this , but possibly making the opponents king square



 koontz1973
				koontz1973
			




















 
		Users browsing this forum: No registered users