maxdetjens wrote:the masses have spoken. 3 it is.
PWNED!! (Sorry, I had to say it) Anywho, back to those bonuses????
m=0
Moderator: Cartographers
maxdetjens wrote:the masses have spoken. 3 it is.

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 Keredrex
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		Keredrex wrote:I think it should be 4...If you think about it .... When the 1st player goes He will deploy and have at least 6 men on an adjacent territory.... so To keep the chances a bit more even i think 4 would be a good #.... otherwise... 3 works

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 Bad Speler
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			maxdetjens wrote:If i didn't say anything I'm sure no one would notice. But then come live play time people would have a fit so I'll say it now and make sure you all notice and have a chance to comment.
I've added the XML for the jump gates to start neutral as previously decided. But It allows me to specify how many. I've started each gate with 6. IT makes them more of a late-early game or early mid-game factor than simply a bonus to be had on round 2 (in a freestyle game the effects might be more noticeable than a sequential game) It also puts the players in a quandary Should they leave the gate alone and count on the 6 armies to stop any attackers? Should they grab two gates and surprise attach a player using the 6 as a shield? I kinda like it but I'm not married to it. I could see 3, 4 or 5 as well. Its a new wrinkle


 yeti_c
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 maxdetjens
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 Keredrex
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		Kaplowitz wrote::shock: (nope not gonna say anything.....just stare at the huge post above me that i am way too afraid to even begin reading)

 maxdetjens
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 Bad Speler
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			 Pious
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 Coleman
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 Bad Speler
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			Bad Speler wrote:Kuiper belt in my opinion should be worth 7, just simply because I think its a bit easier to defend. But i'm completely fine with it being an 8.

 Pain Killer
				Pain Killer
			Bad Speler wrote:Kuiper belt in my opinion should be worth 7, just simply because I think its a bit easier to defend. But i'm completely fine with it being an 8.
Pious wrote:Before you make Kuiper Belt's bonus too big, please keep in mind that people will probably hold that with Neptune mid-game.
JG-N, JG+KB, Uranus' High Orbit, and Charon holds a +8 (5+3) with 18 territories with just 4 defending points. It might seem hard, but if someone gets a mixed set and already has Neptune, Kuiper Belt is a natural compliment as it has a comparable number of borders with what they have anyway (4 as compared to 3). A +11 for Kuiper Belt + Neptune combination would be too powerful.

 maxdetjens
				maxdetjens
			 
			Bad Speler wrote:I disagree with Coleman, the first jump gate shouldnt be worth anything, because having a continent, and then taking the first jump gate will generally reduce the amount of borders anyways, as the borders are reduced, there should not be an extra bonus.
Coleman wrote:I agree with everything except that the Jump Gate should be worth 0 instead of 1. The jump gates are going to be starting neutral, and really probably should start with 4 neutral. So I feel that the extra army for holding one is justified when a player chooses to go for it.

 maxdetjens
				maxdetjens
			 
			Coleman wrote:I agree with everything except that the Jump Gate should be worth 0 instead of 1. The jump gates are going to be starting neutral, and really probably should start with 4 neutral. So I feel that the extra army for holding one is justified when a player chooses to go for it.

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 maxdetjens
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		 KEYOGI
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 Coleman
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		KEYOGI wrote:I still feel the legend is a place of clutter and confusion. Are sub-continent bonuses are done deal? You've already got quite a gameplay twist with the Jump Gates, I'm not sure you need such a detailed bonus system for the continents as well. Just something to consider.

 maxdetjens
				maxdetjens
			 
			Except its just not part of the Kuiper Belt. I could add it to the continent and switch it back to "Trans-Neptunian Objects.Night Strike wrote:Add Eris to the Kuiper Belt

 maxdetjens
				maxdetjens
			 
			maxdetjens wrote:Except its just not part of the Kuiper Belt. I could add it to the continent and switch it back to "Trans-Neptunian Objects.Night Strike wrote:Add Eris to the Kuiper Belt

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