Thanks for the stamp.
Good points.
WARNING: massive post ahead! (especially if you read the quotes

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koontz1973 wrote:jonofperu wrote:1) It slows the map down. If you have only one starting territ and you have to fight through a literal mountain of neutrals before you see your opponent it's going to drag.
Then reduce the neutrals. This is the balancing act needed and until beta, you will never know if you have it right or not. Fighting through all these neutrals is going to be a bad game anyway as it will all come down to dice luck in the end. Think of the map like Antarctica, base around the edges with an auto deploy on them. Fight your way to the middle to get to the bases and win. This is the same gameplay but instead of decays, you have auto deploys. This allows you higher neutrals but not so high as you have them. But this is the next discussion that is needed to be done.
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I really wish there were an Alfa testing stage to see how this plays, but I had to see… so I played it!


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It was pretty fun… played kind of like I expected, but I was surprised at some things too.
The corners are hugely important and can be bombarded from two of each person’s camps.
Granted I only played it once… and against myself… but I was surprised how much it swung back and forth – in spite of some pretty big bad dice streaks on each side.
This was red vs blue starting positions from Option E. Used yellow for neutrals whenever the number changed from what’s printed. Blue went first, but red took the lead early. Then blue eventually came back as you see in the picture.
This made me think it’s better to limit max starting spots to 1 (4 territs). I still think 8 per player would be cool, but it would probably be too Hive-like for many people and 4 provides interesting strategy choices.
Also the +3 auto-deploy on camps is huge. I think camp auto-deploy + bombardment helps keep the struggle alive back and forth. Having more than 4 starting spots might give too many troops.
I’m definitely listening to the discussion. The neutrals felt about right though.
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koontz1973 wrote: jonofperu wrote:2) Winning depends more on dice. I've seen feedback on some other map projects with lots of neutrals and something I want to avoid is rolling against too many neutrals before encountering your opponent. There would still be some strategy involved - how to fort auto-deploys and how to use bombardment - but whoever got better dice against the neutrals would come out ahead before encountering their opponent.
Reduce neutrals to the bare minimum. You want a surprise element involved here. If you take the next single neutral, is their a stack of armies behind it. This is also why I am against your bombards being for a complete side. If you can see a side, fog games become useless. Much better to have the bombards for the top two layers only on your side. The advantage here is this, even if your opponent starts on your side, you may not see him till he goes for the top.
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Functionality trumps realism, but I struggle with making bombards reach only the higher levels. I was thinking maybe they should only reach B & C.
By the way, fog would still have some effect on this game…
1. You wouldn’t know what camp your enemy is coming from – in other words you know he's got a camp on your side and can see you if you attack out, but you don't know if he's close to you or 4 camps away.
2. You wouldn’t know how many troops he had on which camp
Maybe another option is to limit bombards to spots within 3 spaces of the camp or something like that. It would only help get a foothold I suppose.
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koontz1973 wrote: jonofperu wrote:3) I like the strategy implications for first turn advantage if your opponent can bombard you after you hit a neutral first.
Right now with the bombards being for the whole side, I am not leaving my bases till I see you. All anyone will do is wait till you move out, kill a few neutrals, then I bombard you to hell. First or second turn, everyone will wait. This will lead to stalemates, dice luck wins, no one moving till they have huge armies. This map will in the end become known for farming IMO as it is now.
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Are you assuming fog, although bombardments make the whole side visible? If you mean just the camps aren't seen, but it has that big an effect, then maybe fog isn’t lost on this map after all.
Bombardment balances first start if someone attacks out, but I'm not convinced people will just sit and wait. I wouldn't. Because the worst your opponent can do with bombard is reduce you to a neutral 1 which you can take back again. It just slows you down.
AND the camps don’t attack at the same points, except at the corners, so you have to decide between a fairly safe attack that’s protected from the other player’s camp, or the corner attack where you can bomb from your other camp to soften it up
The reason the neutrals are so high is each territ provides an auto-deploy.
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koontz1973 wrote: jonofperu wrote:4) I can't think of a way to code starting spots for 1-3 territ starts that works out evenly for different numbers of players. What if some players have to fight each other and others end up on their own? Or what if teams end up on their own side. It would happen with fewer starting spots rather than Option E.
This is easy. You have 8 corner spots. Attach a corner spot to another SP. These two become one starting position. This will give you 8 to play with. Just make sure that all positions are not adjacent to each other. So SP1 can sit next to SP2 and SP5, but SP2 cannot touch SP5. This way, even if 2 players start next to each other and a third starts far away, the first two also have an out.
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I'll have to play around with what it looks like.
Some observations:
In 1v1 I get the feeling the game will be decided before anyone gets to the summit – at least as long as both players focus on breaking their opponent. Whoever is able to spread out enough in strength will gain an insurmountable lead. (As in any map?)
I think the auto-deploys discourage sitting back and building stacks. Every territ you take is a bonus, so conquests pay for themselves pretty quick and you can’t afford to let your opponent expand unchallenged.
On other maps with neutrals (like Route 66, City Mogul), if your opponent expands too much against neutrals they really weaken themselves and you can sweep them up. Here, you can bomb them, but if they chose a protected position you have to fight through neutrals to actually attack. And any spots they hold become reinforcements.
Maybe I need to play around with lower neutrals as you suggest - at least between first contact points.
Or make it easier to get to the summit by making neutrals the same on all levels, but still increase auto-deploy?
Neutrals felt balanced at the start and players encountered each other right away, but it felt like it slowed down too much beyond level B.
All-in-all I like the bombard feature from camps.
The ironic thing is… I only now noticed that I never bombed DOWN the ziggurat! …which was the point of this map in the first place! LOL
Everything was focused on coordinating bombardments and driving UP the zig for the auto-deploys.
Not sure what to think about this yet.
We REALLY need an alpha testing option. Can’t they set up a separate server outside the main game system and let people play unfinished maps?
Playing this just once gave me a much better idea of how it works.