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Re: Das SchloSSV35(P64) Please discuss.

Posted: Sun Jun 21, 2009 6:15 pm
by cairnswk
captainwalrus wrote:Wasn't there discussion between the version that was just taken down and version 35? Why isn't that enough, This should at least be a sticky with a graphics stamp, since the graphics haven't changed. It needs a new gameplay stamp, but it appears as if the changes were made to improve gameplay and that has been discussed.

New Gameplay stamp...exactly. so it still has to be treated the same as other maps. ;)

Re: Das SchloSSV35(P64) Please discuss.

Posted: Sun Jun 21, 2009 6:26 pm
by captainwalrus
Here has been over 20 pages dedicated to the new gameplay, Isn't that enough for a stamp, it looks good to me, not that my opinion really matters that much.
Because a lot of the territories have high nuturals, why are the bonuses still so low? +1 for 5? +3 for 18??

Re: Das SchloSSV35(P64) Please discuss.

Posted: Sun Jun 21, 2009 6:42 pm
by cairnswk
captainwalrus wrote:Here has been over 20 pages dedicated to the new gameplay, Isn't that enough for a stamp, it looks good to me, not that my opinion really matters that much.
Because a lot of the territories have high nuturals, why are the bonuses still so low? +1 for 5? +3 for 18??

Indeed your opinion counts for a great deal...hence you are now discussing the bonuses which is why it's back in here like a normal map again.

Those low bonuses and high neutrals in the castle were to stop anyone from gaining immediate start advantage.
The same in other areas also.
Do you think the high neutrals need reducing?

Re: Das SchloSSV35(P64) Please discuss.

Posted: Mon Jun 22, 2009 8:07 pm
by captainwalrus
some should be scrolled back a bit, like kontrol-trum. It is 6, but it is really useless, but then Park Plaz is only 2 but it is part of the path from the helipad to the escape route.

Re: Das Schloß V34(P55) - New possible Gameplay

Posted: Mon Jun 22, 2009 8:28 pm
by cairnswk
Image

captainwalrus wrote:some should be scrolled back a bit, like kontrol-trum. It is 6, but it is really useless, but then Park Plaz is only 2 but it is part of the path from the helipad to the escape route.


So 4 for Kontrol-trum, and 4 for Park Platz?

Re: Das SchloSSV35(P64) Please discuss.

Posted: Tue Jun 23, 2009 3:23 am
by Incandenza
This is sort of a snap judgment, so take it for what it's worth, but a lot of the bonuses seem really low, given the neutrals that need to be taken to accomplish them.

Oh, and according to the legend, nothing can currently bombard the Casey-to-Yves X1 terits. :D

Re: Das SchloSSV35(P64) Please discuss.

Posted: Tue Jun 23, 2009 8:11 am
by cairnswk
Incandenza wrote:This is sort of a snap judgment, so take it for what it's worth, but a lot of the bonuses seem really low, given the neutrals that need to be taken to accomplish them.

Oh, and according to the legend, nothing can currently bombard the Casey-to-Yves X1 terits. :D


The Bombardment i can fix, but what do you want the bonuses set at?

Re: Das SchloSSV35(P64) Please discuss.

Posted: Tue Jun 23, 2009 9:27 am
by yeti_c
Incandenza wrote:And the last game is finally, officially over. Let the people rejoice.


Uber congratulations Inca

C.

Re: Das SchloSSV35(P64) Please discuss.

Posted: Wed Jun 24, 2009 1:48 pm
by captainwalrus
The bonuses do seem too small. Perhaps like a +2 autodeploy on all of the startin positions would help stert people off. And then you can reduce some nuturals in like Was Aus 1 and 2 down to like 7 because the autodeploy will make it so there won't be a big need for a large nutural barrier between the 2 start locations.


Edit: This also deserves to at least keep it's old graphics stamp.

Re: Das SchloSSV35(P64) Please discuss.

Posted: Thu Jun 25, 2009 8:04 pm
by Incandenza
cairnswk wrote:
Incandenza wrote:This is sort of a snap judgment, so take it for what it's worth, but a lot of the bonuses seem really low, given the neutrals that need to be taken to accomplish them.

Oh, and according to the legend, nothing can currently bombard the Casey-to-Yves X1 terits. :D


The Bombardment i can fix, but what do you want the bonuses set at?


I'm not sure... okay, that's unhelpful. Basically I didn't have a problem with the bonuses on the old map. On this version, holding the entire castle is only a +3, and one would have to go thru a buttload of neutrals to achieve it. Seems like it should be at least a 5, if not 6 or 7. The airport could get bumped up to 4, and das dorf maybe from 2 to 3...

Re: Das SchloSSV35(P64) Please discuss.

Posted: Fri Jun 26, 2009 4:35 pm
by TaCktiX
I'll echo that I think the bonuses are disproportionately too small, and add that the player-killers are absurdly too big. 55 neutrals on non-objective territories seems utterly ridiculous. I can see wanting to discourage going for quick kills, but the new setup of the map seems to assure that that problem is difficult already.

Re: Das SchloSSV35(P64) Please discuss.

Posted: Fri Jun 26, 2009 6:23 pm
by cairnswk
OK some people have suggested some bonuses already, those who are commenting now on the bonuses...wo-uld you please make suggestions, so that some debate can occur. Thanks

Re: Das SchloSSV35(P64) Please discuss.

Posted: Fri Jun 26, 2009 6:26 pm
by 3mp3r0r
i agree with tactix
to get one of the helicoptors you need to go through a minimum of 74 neutrels at the moment, and then you need to defeat whatever is on the 4 of the parachutes or risk having to go through 74 more neutrels the next go

im not sure how many terts there are on the new version of the map, but if i take it as similar to the original 129
if a player can somehow take all the terts possible (that leaves 21 that belong to others)

108/3 = 36
bonuses:
das schloss 3
airport 2
village 2
parachute and terts before access point 3

that adds up to 46 to deploy

see what im getting at here?

[EDIT]
id say to lower the helicopters to 30 or 40 (depending on how much you raise the other bonuses)
and raise each of the bonuses by 2 or 3 at least

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Sat Jun 27, 2009 2:10 am
by Incandenza
The reason for having huge neutrals in the helicopters was to make them more escalating-proof... it occurs to me though that being able to have different neutral values depending on the card setting would be a nice feature.

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Sat Jun 27, 2009 10:49 am
by captainwalrus
Could you make it so the first time it resets to like 60 or whatever it started at, but then every time it resets after that it resets to 10 or 20 more nuturals, so it increases with the cards.

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Mon Jun 29, 2009 2:33 am
by cairnswk
Incandenza wrote:The reason for having huge neutrals in the helicopters was to make them more escalating-proof... it occurs to me though that being able to have different neutral values depending on the card setting would be a nice feature.


captainwalrus wrote:Could you make it so the first time it resets to like 60 or whatever it started at, but then every time it resets after that it resets to 10 or 20 more nuturals, so it increases with the cards.


I don't think those two xml features exist. I could be wrong.

Re: Das SchloSSV37

Posted: Mon Jun 29, 2009 5:38 pm
by cairnswk
Version 36.
I've taken the background image and re-worked the texts over the top of it in Coreldraw.
This gives much clearer legibility.

Image

[bigimg]http://i155.photobucket.com/albums/s282/cairnswk/das%20schloss/das_schloss_V37L.jpg[/bigimg]

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Mon Jun 29, 2009 5:52 pm
by captainwalrus
The new bonuses are better, but there were some stuff I thought should be changed.
captainwalrus wrote:Some nuturals should be scrolled back a bit, like kontrol-trum. It is 6, but it is really useless, but then Park Plaz is only 2 but it is part of the path from the helipad to the escape route.


carniswk wrote:So 4 for Kontrol-trum, and 4 for Park Platz?

Are you going to change it to that?

also,
An autodeploy on the starting positions, either +1 +2 would be good, IMO.

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Mon Jun 29, 2009 5:59 pm
by cairnswk
captainwalrus wrote:The new bonuses are better, but there were some stuff I thought should be changed.
captainwalrus wrote:Some nuturals should be scrolled back a bit, like kontrol-trum. It is 6, but it is really useless, but then Park Plaz is only 2 but it is part of the path from the helipad to the escape route.


carniswk wrote:So 4 for Kontrol-trum, and 4 for Park Platz?

Are you going to change it to that?

also,
An autodeploy on the starting positions, either +1 +2 would be good, IMO.

I have changed the Kontrol-turm and Parkplatz to 4 neutral each. I think that is fair, and a good compromise between the both of them.
As for starting positions, while everyone gets to start on positions at the castle, the airport and the parachutes, the only starting bonuses given are the parachutes, which continue to regenerate through the whole game. :)

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Sat Jul 04, 2009 4:20 am
by 00iCon
How about helicopters can attack either helipad?
i.e Helipad A attacks Heli A but Heli A can attack Helipad A or B.
Then a bonus for both helicopters and both helipads.

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Sat Jul 04, 2009 4:42 am
by cairnswk
00iCon wrote:How about helicopters can attack either helipad?
i.e Helipad A attacks Heli A but Heli A can attack Helipad A or B.
Then a bonus for both helicopters and both helipads.


hello 00iCon.
Have you played the original map? In that, the helipads could attack each other, and they were used for quick access between the airport, the town and castle, but there was no way to attack the starting points of Smith -> Yves etc.
The helicopters were put in a method of achieving a game end in a deadlock which is why they have high neutral values.
I'd like to keep that if possible. :)

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Sat Jul 04, 2009 5:10 am
by 00iCon
I see. No i have not played it, it's closed now isn't it? (why?)
EDIT: I like the idea so far.

Re: Das SchloSSV35(P64) Please discuss BONUSES

Posted: Sat Jul 04, 2009 5:26 am
by cairnswk
00iCon wrote:I see. No i have not played it, it's closed now isn't it? (why?)
EDIT: I like the idea so far.

It was closed because the gameplay was flawed. It had an objective, but no possible way of taking tou one's opponents completely. The helicopters allow this by assaulting the starting points. By taking out the starting points which keep generating bonuses while they are "player active" players kept on compiling armies. It was a good sandbox game where the experiment was flawed. So we are reworking it. :)

Re: Das SchloSSV35(P64) Helipads

Posted: Wed Jul 08, 2009 4:22 pm
by cairnswk
Question:
The old map had a helipad in the village.
It was taken out for this new map.
Does anyone want it back? so that anyone from town can attack the airport and the castle and all three ways.

Re: Das SchloSSV35(P64) Helipads

Posted: Sun Jul 12, 2009 6:11 pm
by captainwalrus
cairnswk wrote:Question:
The old map had a helipad in the village.
It was taken out for this new map.
Does anyone want it back? so that anyone from town can attack the airport and the castle and all three ways.

I don't think it need to be there, it seems fine as is.