Moderator: Cartographers

i think the b corners (b01, b07, b13 and b19) ought to have the smallest number of neutrals, in this case n1, as the corner positions are the most difficult from which to expand.jonofperu wrote:1) Neutrals: Reduced the neutrals (again), but kept the corners slightly higher. I like the look of the staggered neutrals. The idea is it should be tempting to punch through the "landing" spot on a level and hit the lower neutrals to either side... BUT you risk leaving weak defense.



This will produce very little action. First out with good dice, once you get the higher auto deploys defended, you can sit back and win the game. The quicker to the top wins the match, that equals who has the best dice wins. Not very good to play if on the losing end.jonofperu wrote:I like how this will play. With low neutrals, high rewards and wide bombard zones there should be a lot of action.



jonofperu wrote:I think Koontz had said the corners on C-D should have MORE troops, though the C level will still have the problem of becoming exposed to more bombardments. That reflects the advantages/disadvantages of high ground I suppose. But should I raise the neutrals to 2 on C corners?
the b corners cannot bombard anything and are the subject of 2 one-way attacks from the camps, while the c corners can one-way bombard downward while not being one-way attacked from below. it can therefore be logical to have n1 for the b corners, but n2 for the c corners. to guard against someone grabbing all four c corners, especially in team play, reducing the c auto-deploy to +1 is sensible; if u keep the +2 auto-deploy, then the c corners might have to start with n3.jonofperu wrote:I'm not convinced I should lower the auto-deploy for level C, since the main feature is the advantage of high ground and there should be an advantage for gaining a spot on level C => +2 autos.
I'm willing to consider it. Remember that two sides of SP's bombard the C corners though, so I don't think they need extra neutrals, nor should it be very easy to grab all 4.if u keep the +2 auto-deploy, then the c corners might have to start with n3.


i mentioned it only because the map so far has only 4 troop colours.jonofperu wrote:I hadn't thought of limiting the number of players. Should it be? There are 16 starting spots so that's the natural limit.
no.jonofperu wrote:Is it possible to code starting spots for 9-12 players so only one person starts on each corner? In other words eliminate one corner starting spot on each corner if playing with 9-12.
jonofperu wrote:From what little I know of the XML, I planned on specific SP's for 2-4 players and random assigning of the 16 SP's with 6-12, but if you can tweak it more specifically for other numbers of players that would be nice.
agreed. code the 8 corner camps as 4 positions of 2 camps each to spread them evenly among the players and leave the middle camps to be randomly allocated? although, in 3-player games, the corner camps will probably be unevenly distributed, the psychology inherent in games involving 3 skilled players will usually prevent someone from gaining an immediate lasting advantage.koontz1973 wrote:Leave the coding for the 2-4 player games. Larger games will get the random drop and while some games will be unbalanced the size of players will negate any problems.
each c corner can be one-way bombarded by one d corner and by nothing else, while itself being able to bombard one b corner and 2 other b landing points. we can therefore expect sharp battles to control the c corners.jonofperu wrote:I'm willing to consider it. Remember that two sides of SP's bombard the C corners though, so I don't think they need extra neutrals, nor should it be very easy to grab all 4.if u keep the +2 auto-deploy, then the c corners might have to start with n3.

Not forgotten. Corners are very powerful even with the bombardments from the camps. You might not stay there but use it to hit downwards while heading up to make sure you are not being followed in a foggy game. The corners are the most powerful spots for this.jonofperu wrote:I think you're forgetting the camps bomb UP to level C.
So the C corners can be bombed by 8 starting points.
from my phone

I agree that the corners are powerful, but I also think they are overly exposed to compensate. It's a nice balance and tricky choice how to use them - I like it.iancanton wrote:each c corner can be one-way bombarded by one d corner and by nothing else

Thew larger auto deploy compensates for this. Also, when you consider the overall affect when playing all types of games, those 8 camps may not end up being all against the corner. The ability to attack down and to control level C from where they are (you cannot go to D without passing a level C corner) compensates any player for the extra neutral.jonofperu wrote:Koontz, your argument earlier was that the exposure of the B corners made them hard to hold so the neutrals should be reduced. Considering the bombardment from 8 camps, should the C corners not be left as is?



Beta is just that. Remember that in the foundry we can all say things work one way or another but only beta can really show how a map works. So if you have a problem with a map in beta, discuss it with the map maker. They should listen but do not need to agree with you.jonofperu wrote:So... you guys think n3 on the C corners?
I suppose beta testing will help tweak the right balance? Should be pretty easy to adjust neutral levels at any point. I'm a little unclear on how beta is supposed to work. I've made some comments on Spanish Armada while playing the Beta because I think the one-way beacon chain and de Parma Army bonuses create an imbalance in starting spots. I suppose if those kinds of things are identified in beta can you still have to fix them?


Waiting on ian, but you look like you are good to go from me.jonofperu wrote:I guess I was wondering if there are any meta testing programs run in Beta or if it's just based on feedback in foundry.
How are we looking for a gameplay stamp?



