Moderator: Cartographers
It was never intended that all pit equipment get a bonus just for holding 1 of them. It put the focus on the pits and not on the track where I intended it.waauw wrote:like that the bugs are gone, however 2 remarks:
- why remove the bonus for all pieces of 1 pit equipment?
- and are you gonna add a loopback to not get stuck in the pit equipment?
It might be a good idea if we add a conditional border that links the pit equipment back to the crew as long as you control a car condition (fuel, tires or engine) that way we have a way of knowing which crew is yours. However if you lose all of your car and your crew then too bad for you.isaiah40 wrote:Probably not a good idea, but I'll throw it there anyways. If people are concerned about not getting back to their Pit Crew, can you have the Pit Equipment assault the Pit Crew??
This could be a good way to go.dolomite13 wrote:It might be a good idea if we add a conditional border that links the pit equipment back to the crew as long as you control a car condition (fuel, tires or engine) that way we have a way of knowing which crew is yours. However if you lose all of your car and your crew then too bad for you.isaiah40 wrote:Probably not a good idea, but I'll throw it there anyways. If people are concerned about not getting back to their Pit Crew, can you have the Pit Equipment assault the Pit Crew??
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Currently we still have dead ends in the pits. I am still thinking that the pits need a way out... I am seriously considering "hold 3 of a given pit equipment and you can assault the pit row from those locations" ... It is a way out but conditional on holding territories.thehippo8 wrote:Just as long as there are no dead ends then I'm happy.
I like that idea ... I think it needs to be quite hard to get back into the game ... but just not impossible. Your suggestion works for me.dolomite13 wrote:Currently we still have dead ends in the pits. I am still thinking that the pits need a way out... I am seriously considering "hold 3 of a given pit equipment and you can assault the pit row from those locations" ... It is a way out but conditional on holding territories.thehippo8 wrote:Just as long as there are no dead ends then I'm happy.
I also think the pit bonus is a little weak and no-spoils games seem to get bogged down a lot. I was considering +2 if you hold all 3 of a given pit equipment.
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You are correct. They decay 1 per turn till they reach 1 and the only reason to load em up is because all 3 together are a +5 bonus and they can indeed be bombarded by the pit equipment..GeeksAreMyPeeps wrote:I have a question regarding the degrading car conditions. I've noticed on other maps that if degrading positions are at 1 when your turn begins, they don't drop out to neutral but stay at 1. Is that the case here? If so, is the only disadvantage to not loading them up that you're more susceptible to attack from the pit equipment? Apologies if this is not the appropriate place for these questions. I'm new to the site and still poking to see where everything is.
I think you could just link the pits to pit row as a 1-way attack. it's a 20 neutral reset so it's not an easy way out anyway. This would also add an extra tactical dimension to the map when an opponent is trapped in the pits and you need to get onto the track. ie attacking pit row will let them escape more easily.dolomite13 wrote:Currently we still have dead ends in the pits. I am still thinking that the pits need a way out... I am seriously considering "hold 3 of a given pit equipment and you can assault the pit row from those locations" ... It is a way out but conditional on holding territories.thehippo8 wrote:Just as long as there are no dead ends then I'm happy.
I also think the pit bonus is a little weak and no-spoils games seem to get bogged down a lot. I was considering +2 if you hold all 3 of a given pit equipment.
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I can't imagine that the entire pits bonus will ever be much of a factor. It's almost half the board so by the time a player has all of those territories secured they're almost certain to have the game won anyway.dolomite13 wrote:I like the suggestion of linking all pit equipment to the pit row. With that 20 reset it would keep them clogged there till someone decided to break that down. I have noticed that once someone takes pit row everyone follows them back onto the track.
I think there are a few ways to go with pit equipment bonuses...
We could have +3 for 3 of the same pit equipment. I know that's an easier bonus to grab because they are connected to one another but that would bump up the overall pit bonus. So instead of +15 for the entire pits it would be +30
Another option is +2 for 3 of same equipment and an additional +15 for holding all pit equipment which would make it +40 and more on par with the big track bonus.
And a final option that might make people really fight in the pit equipment area would be to have a +5 synergy bonus for each full set of all 5 pit equipment. So the entire pits would grant +30.
Still not sure but I know I want to increase the current +15 for the entire pits to at least 30 I am just not certain which of these would give that bonus without changing the overall strategy too much and without taking focus away from the track.
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A bigger neutral on the winners circle isn't a good idea. It's hard enough to kill someone as is already. Also I don't think making only one piece per segment connectable to the winners circle will change much.Woltato wrote:Played a couple more games on this map now and I like the fact that it's nice and open. I'm wondering though if maybe it's a bit too open with the winners circle being accessible from anywhere on the track. Just throwing in a few ideas here but it might be better if the winners circle was a bit less accessible. e.g. if it was only accesible from one territory in each segment of track rather than anywhere on the track. Or maybe have a bigger neutral army on the winners circle.
Actually a lot of players already do go for 3 of the same in the pit, even though it doesn't give them any bonuses. Also keeping in mind the last edition of this beta map that was released, most of the focus was on the pit. Another thing to remember is that inexperienced players(for this specific map) will almost always concentrate on the pit rather than on the track. This is just an observation I have had after 82 games played on this mapWoltato wrote:I can't imagine that the entire pits bonus will ever be much of a factor. It's almost half the board so by the time a player has all of those territories secured they're almost certain to have the game won anyway.
The 40 track bonus is a nice idea though. Doubt anyone would be allowed to take it during a sunny game but it's one that might go unnoticed under fog.
dolomite13 wrote:I like the suggestion of linking all pit equipment to the pit row. With that 20 reset it would keep them clogged there till someone decided to break that down. I have noticed that once someone takes pit row everyone follows them back onto the track.
I think there are a few ways to go with pit equipment bonuses...
We could have +3 for 3 of the same pit equipment. I know that's an easier bonus to grab because they are connected to one another but that would bump up the overall pit bonus. So instead of +15 for the entire pits it would be +30
Another option is +2 for 3 of same equipment and an additional +15 for holding all pit equipment which would make it +40 and more on par with the big track bonus.
And a final option that might make people really fight in the pit equipment area would be to have a +5 synergy bonus for each full set of all 5 pit equipment. So the entire pits would grant +30.
Still not sure but I know I want to increase the current +15 for the entire pits to at least 30 I am just not certain which of these would give that bonus without changing the overall strategy too much and without taking focus away from the track.
=D=