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Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 6:51 am
by gimil
oaktown wrote:I think I am in the camp of not liking the one-way exits, but i appreciate the fact that there would be more options available to each player. I agree with the above concerns about everybody's first opponent being more or less pre-determined, which means that in games with an odd number of players somebody will have an advantage by being paired with a neutral. Could the same effect be had by giving each realm to gates in/out, or just scattering some more bridges around?
And I also nod my head to yeti's astute comment about the the victory condition being meaningless - hold all of the castles and the game is over regardless of whether or not it's a victory condition. Right now the victory condition just saves a round of mopping-up, which is kind of fun after a hard-fought game.
The victory condition can go then. Although it can be fun to use in a freestyle speed to gain a quick win while their is stills strong opposition?
The point you make on being paired with a neutral is a good one. We could increase the number of neutrals on a neutral castle so that the balances out that sort of start. Would that be an option worth considering?
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 6:54 am
by yeti_c
gimil wrote:oaktown wrote:I think I am in the camp of not liking the one-way exits, but i appreciate the fact that there would be more options available to each player. I agree with the above concerns about everybody's first opponent being more or less pre-determined, which means that in games with an odd number of players somebody will have an advantage by being paired with a neutral. Could the same effect be had by giving each realm to gates in/out, or just scattering some more bridges around?
And I also nod my head to yeti's astute comment about the the victory condition being meaningless - hold all of the castles and the game is over regardless of whether or not it's a victory condition. Right now the victory condition just saves a round of mopping-up, which is kind of fun after a hard-fought game.
The victory condition can go then. Although it can be fun to use in a freestyle speed to gain a quick win while their is stills strong opposition?
The point you make on being paired with a neutral is a good one. We could increase the number of neutrals on a neutral castle so that the balances out that sort of start. Would that be an option worth considering?
We can only do that by using Starting positions... which change the dynamic for 1v1 games to each player having 4 castles each (IMO would ruin 1v1)
C.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 6:56 am
by gimil
yeti_c wrote:We can only do that by using Starting positions... which change the dynamic for 1v1 games to each player having 4 castles each (IMO would ruin 1v1)
C.
I think 4 castles each in 1v1 would be fun IMO.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 6:58 am
by yeti_c
gimil wrote:yeti_c wrote:We can only do that by using Starting positions... which change the dynamic for 1v1 games to each player having 4 castles each (IMO would ruin 1v1)
C.
I think 4 castles each in 1v1 would be fun IMO.
Maybe - but having 2 each with 4 neutrals sounds a lot of fun to me... especially in the fog.
C.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 7:01 am
by gimil
yeti_c wrote:gimil wrote:yeti_c wrote:We can only do that by using Starting positions... which change the dynamic for 1v1 games to each player having 4 castles each (IMO would ruin 1v1)
C.
I think 4 castles each in 1v1 would be fun IMO.
Maybe - but having 2 each with 4 neutrals sounds a lot of fun to me... especially in the fog.
C.
Matter of opinion, any suggestions to combat being paired with a neutral?
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 7:02 am
by yeti_c
gimil wrote:yeti_c wrote:gimil wrote:yeti_c wrote:We can only do that by using Starting positions... which change the dynamic for 1v1 games to each player having 4 castles each (IMO would ruin 1v1)
C.
I think 4 castles each in 1v1 would be fun IMO.
Maybe - but having 2 each with 4 neutrals sounds a lot of fun to me... especially in the fog.
C.
Matter of opinion, any suggestions to combat being paired with a neutral?
In FOW games - it won't matter...
It will make the castle easier to conquer - but you won't know it's a neutral til you attack it - It would be safer to aim for the local village first? - otherwise you could be opening yourself up for a massive can of whoop ass.
C.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 7:07 am
by gimil
yeti_c wrote:gimil wrote:yeti_c wrote:gimil wrote:yeti_c wrote:We can only do that by using Starting positions... which change the dynamic for 1v1 games to each player having 4 castles each (IMO would ruin 1v1)
C.
I think 4 castles each in 1v1 would be fun IMO.
Maybe - but having 2 each with 4 neutrals sounds a lot of fun to me... especially in the fog.
C.
Matter of opinion, any suggestions to combat being paired with a neutral?
In FOW games - it won't matter...
It will make the castle easier to conquer - but you won't know it's a neutral til you attack it - It would be safer to aim for the local village first? - otherwise you could be opening yourself up for a massive can of whoop ass.
C.
Ok being paired with a neutral isn't a problem unless it is a sunny games. Now what?
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Mon Nov 24, 2008 2:51 pm
by Ditocoaf
I think the only solution, in regards to sunny games, is make it so that you're not "paired" with another castle. Overall, the whole paired-up setting is too limiting--and I really don't think it's that way in FW. I'm sorry if you disagree, and I realize a lot of effort went into the map thus far... but I personally can't see this as being open and strategic.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Nov 25, 2008 11:10 am
by gimil
So, your suggestion is to start again?

Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Nov 25, 2008 11:26 am
by Ditocoaf
gimil wrote:So, your suggestion is to start again?

No... I suppose I'm just disappointed that the first draft presented to the public was already so far towards completion that an improvement like this would require "starting again." Go ahead and finish your map; I'll stop pestering you.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Nov 25, 2008 11:32 am
by gimil
Ditocoaf wrote:gimil wrote:So, your suggestion is to start again?

No... I suppose I'm just disappointed that the first draft presented to the public was already so far towards completion that an improvement like this would require "starting again." Go ahead and finish your map; I'll stop pestering you.
I appreciate and respect what your saying Dito, this is just more towards the way I envisioned the map.
Don't worry thou, there will be more feudals and ill get your advice next time round, promise

Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Nov 25, 2008 9:37 pm
by n00blet
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Wed Nov 26, 2008 8:25 am
by stahrgazer
Why not start folks with a combo of castles/villages rather than just the castles? Make the entire map a random-start thing. Some might get 2 castles, some might get 2 villages, some might get one of each. The "I have no castle" could be offset by awarding someone with 2 villages the same autodeploys as if a village and castle were owned (the rich merchant thing)
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Wed Nov 26, 2008 8:29 am
by hecter
stahrgazer wrote:Why not start folks with a combo of castles/villages rather than just the castles? Make the entire map a random-start thing. Some might get 2 castles, some might get 2 villages, some might get one of each. The "I have no castle" could be offset by awarding someone with 2 villages the same autodeploys as if a village and castle were owned (the rich merchant thing)
No... Starting off with just villages would be a death sentence.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Wed Nov 26, 2008 8:38 am
by gimil
hecter wrote:stahrgazer wrote:Why not start folks with a combo of castles/villages rather than just the castles? Make the entire map a random-start thing. Some might get 2 castles, some might get 2 villages, some might get one of each. The "I have no castle" could be offset by awarding someone with 2 villages the same autodeploys as if a village and castle were owned (the rich merchant thing)
No... Starting off with just villages would be a death sentence.
Agreed, death sentence. To open for the village to make an effective starting position.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 02, 2008 6:22 am
by nemrehs1
i would love to play this map
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 02, 2008 1:21 pm
by Kotaro
It'd be interesting if this map gave different auto-deploys for villages and castles, so that it won't be just defined as a bigger Feudal War.
Discuss
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Wed Dec 03, 2008 12:58 pm
by Kotaro
Anyone? Bigger map, bigger Auto-Deploys?
Posted: Mon Dec 15, 2008 11:29 pm
by Kotaro
*pokes thread*
OMG IT'S NOT BREATHING! GET THE CART STAT!
*shocks the thread*
LIIIIIVE!!!!!! LIVE DAMN YOU! YOU CAN'T LEAVE ME LIKE THIS!!!
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 16, 2008 12:14 am
by n00blet
I agree. This thread needs some new discussion.....And what a better place than to start with bigger/smaller auto-deploys?
Did you have anything specific in mind?
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 16, 2008 12:19 am
by Kotaro
Hmm. Well, the map is gaining +1/3 new castles.. Double maybe?
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 16, 2008 12:24 am
by bbqpenguin
this may have already been asked and addressed, but;
do you really need the minimap? seems kind of silly to me, i can distinguish the various regions just fine without it. if it's a big deal,make the coloring between them (the shades of green) a little more distinct so you can easily tell where one begins and the next ends
if you get rid of it, you free up valuable space for more legend info, or you can expand RoM/Great Kingdom, or you can make a bigger, sexier
Feudal Epic logo for that corner, or if you're particularly vain you can make your signatures extra big instead of those puny scribbles beneath the logo

Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 16, 2008 12:25 am
by yeti_c
bbqpenguin wrote:this may have already been asked and addressed, but;
do you really need the minimap? seems kind of silly to me, i can distinguish the various regions just fine without it. if it's a big deal,make the coloring between them (the shades of green) a little more distinct so you can easily tell where one begins and the next ends
Where do the region names go?
c.
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 16, 2008 12:32 am
by bbqpenguin
yeti_c wrote:bbqpenguin wrote:this may have already been asked and addressed, but;
do you really need the minimap? seems kind of silly to me, i can distinguish the various regions just fine without it. if it's a big deal,make the coloring between them (the shades of green) a little more distinct so you can easily tell where one begins and the next ends
Where do the region names go?
c.
i think this could be fixed by simply having a line (possibly in the new space created) saying something like 'territories named according to the castle that rules them' or something along those lines. or you could make the labels for the castles a bit bigger. if you notice, there's not minimap on FW but people get along just fine without it, there
edit: well, i just looked at the map and it turns out that there is indeed a minimap on FW. however, i have never noticed it and i would contend that most other people don't use it either (though i may be mistaken). it seems much easier, at least to me, to just look at whatever castle is in the region than to reference a minimap
Re: Feudal Epic *The sequal to Feudal War!* Pg. 14 [I]
Posted: Tue Dec 16, 2008 12:37 am
by Kotaro
The Castle territories aren't the problem, it's the places outside there, around the villages.