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Hey Wid, when you have what looks like your more-or-less final bonuses/gameplay, please call me in to take a look... I don't want to be guilty of prematurely stamping another map.
oaktown wrote:Hey Wid, when you have what looks like your more-or-less final bonuses/gameplay, please call me in to take a look... I don't want to be guilty of prematurely stamping another map.
I will call. The problem is I can't have the final bonus if no one comments. Currently this is where we are. There has been some discussion but I don't know if this is the best. Bonuses are not my best suit.
WidowMakers wrote:You already stamped it anyway. page 11
WM
That's exactly my point... we're currently dealing with situation in which i stamped a map, the mapmaker made a significant gameplay change, and now the map has been pulled from play... though certainly not just because of that change. Since there seem to be fairly significant gameplay changes being made post-stamp, I'd like to take a look before it's forged so I can say I've signed off on the final gameplay features.
Due to the increasing complexity in maps, I would suggest that instead of one-time signoff that the Gameplay C.A. be able to temporarily remove his stamp if bad gameplay issues that have been found aren't fixed yet. But that's just my thinking.
This map's possible imbalances are offset by the large amount of territory to capture and attack through, I think. A close look at possibilities is needed though.
WidowMakers wrote:You already stamped it anyway. page 11
WM
That's exactly my point... we're currently dealing with situation in which i stamped a map, the mapmaker made a significant gameplay change, and now the map has been pulled from play... though certainly not just because of that change. Since there seem to be fairly significant gameplay changes being made post-stamp, I'd like to take a look before it's forged so I can say I've signed off on the final gameplay features.
I was just joking.
Are there any other issues anyone see besides stamp issues?
WidowMakers wrote: You already stamped it anyway. page 11
WM
Those added smileys might help.
As for the map specifically, I look forward to when we get the XML update...whenever Lack can find some time. I'll comment a little more on the posted talking points on the few previous pages in some time.
Well I know this map will not make FF until teh XML is done. And since the XML feature that is required is not yet implemented, this map will not make FF for a while.
Regardless i would still liek to have input towards gameplay. That way once the XML is ready, the FF and Quenching process will go rather quickly.
So I will ask again to refresh memories and for those who might not have been following the map.
Gameplay:
1) All gray terts start out neutral with a value of 3 (current value/can be discussed)
2) Once those are conquered they respawn to 30 (current value/can be discussed) at the start of the occupying players turn
3) Bonuses are obtained by holding color subgroups/entire color groups/start/finish/all terts along the path between the start and finish
4) Standard bonuses (1 army per 3 terts held) has been changed to 1 army per 10 held (current value/can be discussed)
5) Start to Finish = 454 because the map has 454 terts
So please discuss the areas above and the bonus values for subgroups and color groups if you feel they need to be adjusted.
i really want top play this. the sub bonus' add something unique. but can the grey armies attack any colour terit bordering as there seems to be nothing to stop them?
sam_levi_11 wrote:[1]i really want top play this. [2]the sub bonus' add something unique. [3]but can the grey armies attack any colour terit bordering as there seems to be [4]nothing to stop them?
1)I am glad you like it
2) The sub bonuses are there to allow players to get a bonus without needing to alway hold teh entire color group
3) Every tert can attack UDLR (see legend)
4) That is the point
I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?
laci_mae wrote:I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?
laci_mae wrote:I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?
Thanks,
Laci
As far as I know, they are gone
Incorrect - the last person who has taken a territory off of the person who gets killed - gets both Cards & Points (if termy) & Kill (if assassin)
laci_mae wrote:I have a question regarding gameplay. I've posed it for the Citadel map as well. If a player only holds reverting territories (in this case the borders), will they be killed out of the game starting their next turn? If so, where do those cards go?
Thanks,
Laci
As far as I know, they are gone
Incorrect - the last person who has taken a territory off of the person who gets killed - gets both Cards & Points (if termy) & Kill (if assassin)
C.
Thanks Yeti! That makes more sense. I figured it had to be zero sum.
LMR
Even thought the XML update for this map is not here, I figured I would get the maps done so that we would be that much closer. Plus i wanted to cross it off of my list to do.
If there is any more discussion please feel free to comment.
-Currently the neutrals start with 2 and reset to 30 (Needs XML update)
-There are 454 territories on the map
-color groups are broken up into subgroups of 4 to 7 connected territories each.
-If you hold the dotted path from start to finish you get +454
-Plus 1 territory from each subgroup will be a starting neutral. This will prevent anyone from starting with to large of a bonus.
All of the numbers are still up in the air. Please give feedback. Once the XML is done it will be a quick QUENCH.
max is gr8 wrote:Why has it stopped being the winning condition?
It is not set in stone but I like the idea of getting 454 armies more than winning. But I am not stuck to it. if there is enough desire we can have a vote. But I want to wait for a bit until we get more input.
max is gr8 wrote:Why has it stopped being the winning condition?
It is not set in stone but I like the idea of getting 454 armies more than winning. But I am not stuck to it. if there is enough desire we can have a vote. But I want to wait for a bit until we get more input.
i, also, prefer the 454 bonus. there's something about conditional victories that turns me off
Don't know if anyone has pointed this out - but if you look at the Start and Finish boxes, there are armies in the corners, as if there was a territory there...
PS. I'm talking about the large map's number test.
InkL0sed wrote:Don't know if anyone has pointed this out - but if you look at the Start and Finish boxes, there are armies in the corners, as if there was a territory there...
PS. I'm talking about the large map's number test.
pepperonibread wrote:There's also something weird going on in territory H11 (large map test). Looks like there's a neutral 2 under the 88.
Yes. These are just dummy numbers. They are there to show what it will look like. There has been no XML doen yet. So don't worry about them