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Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Tue Jun 24, 2008 9:05 pm
by oaktown
quick thought - can you open up the attack routes from Ds5 and Ds3 into Militarlager? They're pretty important, and right now they look like afterthoughts. Or are they supposed to be brick walls, as in between the others soldiers?
I still don't see why anybody would hit that neutral 12 on Kontrollturm... so not worth the extra +1.
Castle layout is better - perhaps darken up the territory borders a bit because they're kinda washed out.
Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Wed Jun 25, 2008 3:20 am
by pamoa
You should make Funk- and Munitionenraum 2 horizontal rectangle so you can write the name in one piece.
And maybe make it as a kind of small construction at the center of the castle.
I know you did it for gameplay balance purposes.
But to my point of view it was better inside castle's room as "raum" in german said.
Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Wed Jun 25, 2008 3:28 am
by cairnswk
pamoa wrote:You should make Funk- and Munitionenraum 2 horizontal rectangle so you can write the name in one piece.
And maybe make it as a kind of small construction at the center of the castle.
I know you did it for gameplay balance purposes.
But to my point of view it was better inside castle's room as "raum" in german said.
pamoa...i have tried to get them in there in defferent manner, but gameplay wise funkraum sits inside the munitionsraum...that's why they're like that...so if you want the final one you have to conquer the other first.
Re: Das Schloß V28
Posted: Wed Jun 25, 2008 3:30 am
by cairnswk
BaldAdonis wrote:cairnswk wrote:8. Helipads are now killer neutrals also, reverting to 14 after each players turn....so don't leave piles of armies on the killer neutrals otherwise they might desert somewhere.
This is very good. Those territories are excellent choke points, I've been holding them in one game to slow people down and gain access to the important parts. If I had to stay off (and fight through 28 armies to use them) then the game would open up more.
Good. Thanks BaldAdonis

Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Wed Jun 25, 2008 3:36 am
by cairnswk
oaktown wrote:quick thought - can you open up the attack routes from Ds5 and Ds3 into Militarlager? They're pretty important, and right now they look like afterthoughts. Or are they supposed to be brick walls, as in between the others soldiers?
I still don't see why anybody would hit that neutral 12 on Kontrollturm... so not worth the extra +1.
Castle layout is better - perhaps darken up the territory borders a bit because they're kinda washed out.
yes i wanted to put brick walls in between some soldier terts to make it quite clear they can't attack each other.
This also allows only every second tert on the Ds (DorfStrauße) to have access to the Militärlager, but i will see what i can do there.
As for the Kontrollturm...usually up high...takes some extra firepower and bravery to get up there via some well guarded stairwell and easy to fire down from....so that's why the 12. i wouldn't want to award anymore than +2 for that airport, and i don't think the control tower is worth an extra one. so maybe i will drop it to 6 neutrals.
I'll work on the castle. Thanks oaktown.

Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Wed Jun 25, 2008 4:50 am
by pamoa
pamoa wrote:You should make Funk- and Munitionenraum 2 horizontal rectangle so you can write the name in one piece.
And maybe make it as a kind of small construction at the center of the castle.
I know you did it for gameplay balance purposes.
But to my point of view it was better inside castle's room as "raum" in german said.
cairnswk wrote:pamoa...i have tried to get them in there in defferent manner, but gameplay wise funkraum sits inside the munitionsraum...that's why they're like that...so if you want the final one you have to conquer the other first.
I just thought something like this...

feel free to interpret it, maybe only in grey...
I suggest to shorten ammunition room name from
munitionsraum to
munitionen, not 100% sure about the plural.
Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Wed Jun 25, 2008 5:37 am
by cairnswk
pamoa wrote:pamoa wrote:You should make Funk- and Munitionenraum 2 horizontal rectangle so you can write the name in one piece.
And maybe make it as a kind of small construction at the center of the castle.
I know you did it for gameplay balance purposes.
But to my point of view it was better inside castle's room as "raum" in german said.
cairnswk wrote:pamoa...i have tried to get them in there in defferent manner, but gameplay wise funkraum sits inside the munitionsraum...that's why they're like that...so if you want the final one you have to conquer the other first.
I just thought something like this...

feel free to interpret it, maybe only in grey...
I suggest to shorten ammunition room name from
munitionsraum to
munitionen, not 100% sure about the plural.
Kewl...why didn't i think, of that. Thanks pamoa.

Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Fri Jun 27, 2008 10:55 am
by max is gr8
Why are you changing game play?
Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Fri Jun 27, 2008 2:07 pm
by cairnswk
max is gr8 wrote:Why are you changing game play?
too many bottlenecks....not enough ways to the castle.....too many areas where players can gain advantage quickly and hold up the game to the detriment of others....unfair advantage for players not starting first.....list goes on.
let me know what you think about the new one...max!

Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Fri Jun 27, 2008 2:21 pm
by max is gr8
I preferred the old one despite it's flaws but oh well, let me have a
little look
U2 should be able to attack D2, like how it used to. Possibly make the paths have more neutrals. look more ski slope like.
In 2 turns if you're lucky you can attack an opponent and get rid of them from a castle.
In 1 turn if your lucky enough to eliminate someone at the bottom.
All in all you need the starting spaces to be further apart. Maybe 2 or 3 territories. Give the helipads to bombard pathways.
Re: Das Schloß V30(P49) - GAMEPLAY CHANGES
Posted: Fri Jun 27, 2008 3:11 pm
by cairnswk
max is gr8 wrote:I preferred the old one despite it's flaws but oh well, let me have a
little look
U2 should be able to attack D2, like how it used to. Possibly make the paths have more neutrals. look more ski slope like.
Cool,,OK
In 2 turns if you're lucky you can attack an opponent and get rid of them from a castle.
In 1 turn if your lucky enough to eliminate someone at the bottom.
Given that start bonuses have been reduced,,how is this possible. in the castle you've got 24 neutrals to get through. you'd have to be very lucky indeed to conquer that in two turns.
1st turn - 4 to start and 1 bonus = 5
2nd turn - maybe 5 to start and two bonus = 7
still going to be difficult to conquer players in castle in two turns if you ask me.
All in all you need the starting spaces to be further apart. Maybe 2 or 3 territories.
that would be nice except space lilmits that idea.
Give the helipads to bombard pathways.
Not sure i like that idea. think that one is a no-goer.
Thanks for comments max.

Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Sun Jun 29, 2008 2:59 pm
by cairnswk
Version 32.
I really think that bonuses etc need discussion if player would like to comment.

Re: Das Schloß V32(P49) - Bonus Discussions Needed
Posted: Sun Jun 29, 2008 6:36 pm
by oaktown
this thread has been moved back to the Main Foundry at the mapmaker's request.
Poll results:
Should this map be objective only; or objective but allow for terminator and assassin games?
Objective Only - No terminator or assassin games allowed: 57 votes, 61%
Objective but also allows terminator or assassin games: 35 votes, 38%
Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Sun Jun 29, 2008 6:38 pm
by seamusk
haha. looks like I'm subbing for someone in one of the epic games still going while they are away. This should be interesting. If it gives me any ideas I'll be sure to post...
Re: Das Schloß V32(P49) - Bonus Discussions Needed
Posted: Sun Jun 29, 2008 9:06 pm
by barterer2002
I'm curious as to what the mechanics would be for a terminator or assassin game would be.
Re: Das Schloß V32(P49) - Bonus Discussions Needed
Posted: Sun Jun 29, 2008 9:10 pm
by seamusk
barterer2002 wrote:I'm curious as to what the mechanics would be for a terminator or assassin game would be.
For assassin games it is simple, you have to get the objectives to win. For Terminator, I believe whoever gets the objective gets all the points. Basically, they both play like normal games. I'm not 100% sure about Terminator but this has been discussed in the thread if you search for it.
Re: Das Schloß V32(P49) - Bonus Discussions Needed
Posted: Mon Jun 30, 2008 1:07 am
by pamoa
You have only 19 territs in das Schloss including helipad so to me it seems impossible to get the +2 for 20 bonus

Re: Das Schloß V32(P49) - Bonus Discussions Needed
Posted: Mon Jun 30, 2008 1:41 pm
by cairnswk
oaktown wrote:this thread has been moved back to the Main Foundry at the mapmaker's request.
Poll results:
Should this map be objective only; or objective but allow for terminator and assassin games?
Objective Only - No terminator or assassin games allowed: 57 votes, 61%
Objective but also allows terminator or assassin games: 35 votes, 38%
Thanks oaktown
Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Mon Jun 30, 2008 1:46 pm
by cairnswk
seamusk wrote:haha. looks like I'm subbing for someone in one of the epic games still going while they are away. This should be interesting. If it gives me any ideas I'll be sure to post...
Good, then you supply some feedback on the current map in gameplay, please!
barterer2002 wrote:I'm curious as to what the mechanics would be for a terminator or assassin game would be.
I think you already know the answer to that barterer2002
If you don't....read on.
seamusk wrote:For assassin games it is simple, you have to get the objectives to win. For Terminator, I believe whoever gets the objective gets all the points. Basically, they both play like normal games. I'm not 100% sure about Terminator but this has been discussed in the thread if you search for it.
Since you can't kill anyone off, both of these gameplay types don't apply on this map. Therefore if you start games in assassin or terminator mode, they would play simply as maps where you can't kill anyone but you still have to attain the objective to win the map/game.
pamoa wrote:You have only 19 territs in das Schloss including helipad so to me it seems impossible to get the +2 for 20 bonus

pamoa...i count 20.
8 starters, 4 quads, 2 objectives, 2 Haupstitz and 2 Kontrol...makes 20 when i went to school.

EDIT*** I can't count. Cairns puts the dunce hat on for the day and gets to sit in the corner.
Of course it's only 18. I don't know where my head was.

Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Mon Jun 30, 2008 1:56 pm
by ZeakCytho
cairnswk wrote:pamoa wrote:You have only 19 territs in das Schloss including helipad so to me it seems impossible to get the +2 for 20 bonus

pamoa...i count 20.
8 starters, 4 quads, 2 objectives, 2 Haupstitz and 2 Kontrol...makes 20 when i went to school.

8+4+2+2+2 = 18. Add in the helipad you forgot and you get 19

Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Mon Jun 30, 2008 1:58 pm
by cairnswk
ZeakCytho wrote:cairnswk wrote:pamoa wrote:You have only 19 territs in das Schloss including helipad so to me it seems impossible to get the +2 for 20 bonus

pamoa...i count 20.
8 starters, 4 quads, 2 objectives, 2 Haupstitz and 2 Kontrol...makes 20 when i went to school.

8+4+2+2+2 = 18. Add in the helipad you forgot and you get 19

i don't where i was coming from....obviously my schooling is ancient and out of date.
It's 18 of course. I simply can't count.

Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Tue Jul 01, 2008 12:34 am
by pamoa
ZeakCytho wrote:...8+4+2+2+2 = 18. Add in the helipad you forgot and you get 19
The helipad can't be hold it is a killer neutral territorry!
Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Tue Jul 01, 2008 3:24 am
by cairnswk
pamoa wrote:ZeakCytho wrote:...8+4+2+2+2 = 18. Add in the helipad you forgot and you get 19
The helipad can't be hold it is a killer neutral territorry!
Yes, fixing that in next version shortly
Re: Das Schloß V32(P49) - Bonus Discussions
Posted: Tue Jul 01, 2008 11:16 am
by barterer2002
cairnswk wrote:barterer2002 wrote:I'm curious as to what the mechanics would be for a terminator or assassin game would be.
I think you already know the answer to that barterer2002
If you don't....read on.
seamusk wrote:For assassin games it is simple, you have to get the objectives to win. For Terminator, I believe whoever gets the objective gets all the points. Basically, they both play like normal games. I'm not 100% sure about Terminator but this has been discussed in the thread if you search for it.
Since you can't kill anyone off, both of these gameplay types don't apply on this map. Therefore if you start games in assassin or terminator mode, they would play simply as maps where you can't kill anyone but you still have to attain the objective to win the map/game.
Well that's what I thought but then the poll was indicating that terminator and assassin were possible so I thought perhaps I'd missed something in there and there was a version playable with those methods. I guess the poll just confused me but I'm back on track now.
Re: Das Schloß V32(P49) - Bonus Discussions Needed
Posted: Tue Jul 01, 2008 11:22 am
by barterer2002
Oh, while I'm here. I know you've changed the layout quite a bit but if you look at
Game 2500904 you'll see that Wache Aus appears to have 16 armies on it but in fact has 167 with the ones digit not showing. (currently displays C16). It works without the Color blind but not with.