Moderator: Cartographers
No, none of the gameplay aspects on either map are fixed.DoomYoshi wrote:I voted exhibit A.
One of the more popular maps is the AoR series. That series proved that the different starting regions don't have to be equal to make a really enjoyable game. I like how in exhibit a, some shelters connect directly to each other for early war opportunities and some have up to 4 different resources they can get.
I have a few questions though: is exhibit a's map perfectly fixed? There are a few things that could be changed. Also, when you get 2 starting territories, are they independent of each other?
That depends on the rest of the map and the functionality. In other words; I don't know, but that's what we'll have to work out when I've decided which exhibit will be the most fun.isaiah40 wrote:On the shelters, how many men do you plan on starting them with?
Unfortunately, the split is right down the middle.ManBungalow wrote:No, none of the gameplay aspects on either map are fixed.DoomYoshi wrote:I voted exhibit A.
One of the more popular maps is the AoR series. That series proved that the different starting regions don't have to be equal to make a really enjoyable game. I like how in exhibit a, some shelters connect directly to each other for early war opportunities and some have up to 4 different resources they can get.
I have a few questions though: is exhibit a's map perfectly fixed? There are a few things that could be changed. Also, when you get 2 starting territories, are they independent of each other?
Ok, it is good they are not fixed, so what we should do if A gets chosen is actually make sure that most of the starting positions are unique.
Yes, the starting territories are independent of each other. You can deploy on one/several shelters, and even try to connect them if that's your game.
What I meant by independent is if you start with A, do you also start with B? So, the 2 you start with will be randomly chosen (like AoR).That depends on the rest of the map and the functionality. In other words; I don't know, but that's what we'll have to work out when I've decided which exhibit will be the most fun.isaiah40 wrote:On the shelters, how many men do you plan on starting them with?
Now, carthographers, I'd like to know which of the two exhibits (A or B) is most likely to get me a gameplay stamp. You can say "oh, any map can work if it's done right" or some other dismissive statement, but one of these two maps is better than the other. Evaluate the existing maps on this site and determine which better fits a gap in the market (as it were) if you must, it doesn't make much difference to me. Personally, I prefer exhibit A. The alternative gives me a St Patrick's Day crapshoot kinda feel, and probably would end up with some stale games. As has already been stated, maps such as Feudal and AoR are interesting because each start position has slightly different properties.
I'm thinking of increasing the bonuses slightly to make the 2s in the jungle easier to traverse.isaiah40 wrote:Can you post a version with starting values on it please so we can have a better idea of how it will work? This includes starting neutrals on the jungle territories. You don't have to do the whole map, just one section would be fine. Thank you.
isaiah40
037 I feel has the advantage of being close to the 129/140 bonus pair, but still looks a little feeble, I'll grant.DoomYoshi wrote:Hmm... a pretty open map this is.
Starting spots 124, 093 are almost identical.
Starting spots 116 and 110 are also identical. They are both strictly worse than 143 and 133.
Territories 080 and 135 is my personal favourite. Interesting formation down around 049-056.
037 is the worst possible starting location; should probably be beefed up a bit.
There are several things you could do with one of those regions. Without those regions, the map would be closer to the overly-linear exhibit B, with practically no differences between any of the start positions.nolefan5311 wrote:I'm glad you choose this version. I have a couple questions as far as gameplay is concerned.
I'm struggling to find why certain regions exist...020, 045, 008, 135...those regions bypass the food/shelter, but what's the point of having them there? If taking the food/shelter leads to the exact same attack path, will anyone take them if the choice is taking another autodecay, or taking a region that yields a +3? I think 9 times out of 10, the person will take the +3, with that 1 other time being only if someone already has the game locked up and is just choosing the quickest path for elimination.
Good question, this will have to be decided once your next question has been answered.nolefan5311 wrote:Do you intend each player to drop 3 per turn regardless of how many total regions they hold or is there an increase in troops based on the amount of regions held? Or are troops only awarded from autodeploys and food regions? With so many regions, drops could be huge relatively early and with a +3 for each food and an autodeploy for each shelter, perhaps you need to increase the amount of neutrals on the jungle regions.
I'd always assumed that I'd let the game engine distribute the shelters as it would in a standard map.nolefan5311 wrote:How many starting regions do you want to have per player in each game type? Does a player start with 4 shelters in 1v1? Two a piece in an 8 player game? You need to clarify that in the OP.
An interesting idea, but not one which I'd like to include, I'm afraid. In previous drafts, I've had different gameplay features (winning conditions, and all sorts of different bonuses), which make the game more complicated than I'd like. This now has a lot of regions, and non-standard gameplay, but is simple.nolefan5311 wrote:Maybe you can make the mountains bombard points or something to break up the chain of regions players are bound to have? That would add a unique element to the gameplay. Just an idea, you'd need to figure out how to access them.
I like the idea though and hope you develop it all the way...could be a real fun map.
You make some good points, but a couple of issues arise as well. First, the "overly linear" concept isn't going to be something you'll be able to avoid with this map. I don't think adding a couple bypass regions solves that. And if I bypass the food region to head towards the other shelter, that just leaves the (assumed) available to attack either direction. Now, perhaps that's what you want, and I do agree it adds an interesting dynamic...much more of a back and forth then a battle of stacks. I just don't know how often that will happen during actual gameplay.ManBungalow wrote:There are several things you could do with one of those regions. Without those regions, the map would be closer to the overly-linear exhibit B, with practically no differences between any of the start positions.nolefan5311 wrote:I'm glad you choose this version. I have a couple questions as far as gameplay is concerned.
I'm struggling to find why certain regions exist...020, 045, 008, 135...those regions bypass the food/shelter, but what's the point of having them there? If taking the food/shelter leads to the exact same attack path, will anyone take them if the choice is taking another autodecay, or taking a region that yields a +3? I think 9 times out of 10, the person will take the +3, with that 1 other time being only if someone already has the game locked up and is just choosing the quickest path for elimination.
As you say, one option is to bypass a region when one the path to elimination. If a player from shelter 69 left a stack on food region 61, you may attempt to go from 61 -> 70 -> 69 without taking out the food region. Or something of that nature...
You may also use the 'surplus' region by your shelter as an extra card spot.
But mainly, I feel that it forces players to choose where to position their troops.
I like the City Mogul idea. I don't know what the starting neutrals would have to be to accommodate autodeploys of 20+ but it would add an interesting concept. If you don't do that though, you'd probably have to stick with the standard +1/3 regions, or maybe increase it to +1/4 regions.ManBungalow wrote:Good question, this will have to be decided once your next question has been answered.nolefan5311 wrote:Do you intend each player to drop 3 per turn regardless of how many total regions they hold or is there an increase in troops based on the amount of regions held? Or are troops only awarded from autodeploys and food regions? With so many regions, drops could be huge relatively early and with a +3 for each food and an autodeploy for each shelter, perhaps you need to increase the amount of neutrals on the jungle regions.
Actually, some of the previous drafts had a "1 troop for every 1 region" structure, and I'm not 100% sure how that would fit with the gameplay I have in mind.
I'm also contemplating multiplying all of the troop counts by a scale factor. Kind of how City Mogul auto-deploys 20 instead of 2 to overcome dice issues, see ?
It's a conquest map, and from what I see on the map, there will be 17 positions coded as start positions (17 shelters). You don't have enough starting positions for it to be anything other than a conquest map. If you want it to be different, you'll need to add more starting regions. If you code 4 starting regions per player in 1v1, that leaves 9 neutral which solves the hidden shelter problem. You'd need to decide how many you want in games of 4 or more players to keep that dynamic though.ManBungalow wrote:I'd always assumed that I'd let the game engine distribute the shelters as it would in a standard map.nolefan5311 wrote:How many starting regions do you want to have per player in each game type? Does a player start with 4 shelters in 1v1? Two a piece in an 8 player game? You need to clarify that in the OP.
That is to say that - in the Classic map - there are 42 regions. In a 1 vs 1 game, each player has 14, and neutral has 14. This way, one could never be sure that a hidden (foggy) shelter being attacked is that of an enemy, while still giving multiple options for the strategy of each player.
What's your opinion ?
It was just a suggestion to break the linear-ness of the map. I do think you might need to add a unique attack option or two because as it stands there are a few too many chokepoints. Maybe add a couple of long range attack spots or make the mountain peaks border each other or something so it's easier to hop between islands.ManBungalow wrote:An interesting idea, but not one which I'd like to include, I'm afraid. In previous drafts, I've had different gameplay features (winning conditions, and all sorts of different bonuses), which make the game more complicated than I'd like. This now has a lot of regions, and non-standard gameplay, but is simple.nolefan5311 wrote:Maybe you can make the mountains bombard points or something to break up the chain of regions players are bound to have? That would add a unique element to the gameplay. Just an idea, you'd need to figure out how to access them.
I like the idea though and hope you develop it all the way...could be a real fun map.
This is a good idea.ManBungalow wrote: PS. I think I'll include a simplified naming system in the next update. I was thinking of giving each of the three islands a name - let's say A, B and C. Then I could use double-digit numbers (00) as opposed to the three-digits we have now, and the log could show the regions as A01, A02....
What are your thoughts on this ?
I echo this, since...I suggested it I think!nolefan5311 wrote:[
This is a good idea.ManBungalow wrote: PS. I think I'll include a simplified naming system in the next update. I was thinking of giving each of the three islands a name - let's say A, B and C. Then I could use double-digit numbers (00) as opposed to the three-digits we have now, and the log could show the regions as A01, A02....
What are your thoughts on this ?
AndyDufresne wrote:You have 3 islands, have you considered breaking it down that way, or adding a moniker in the naming convention to allow for easy name navigation that way?
at the very least, let 091 connect to the food at 073 to make part of the northern island less easy to cut off and defend. with this extra connection, things are a bit more fluid.nolefan5311 wrote:I do think you might need to add a unique attack option or two because as it stands there are a few too many chokepoints. Maybe add a couple of long range attack spots or make the mountain peaks border each other or something so it's easier to hop between islands.
I suppose the typical response is to explain how people have different opinions, but it's not really worth it in this case; go post in some other thread where people might give a damn (or two if you're lucky). Or at least elaborate.army of nobunaga wrote:This is a big map of bullshit... sorry if you are offended.
but 200 more maps like this and you will help kill cc
ManBungalow wrote:I suppose the typical response is to explain how people have different opinions, but it's not really worth it in this case; go post in some other thread where people might give a damn (or two if you're lucky). Or at least elaborate.army of nobunaga wrote:This is a big map of bullshit... sorry if you are offended.
but 200 more maps like this and you will help kill cc
- You don't have to play this map (that's even if I ever finish it)
- We already have 100+ standard gameplay maps which are practically identical, but portray different geographical regions
etc
Haha, I don't know what is in ManB's mind, but maybe he can get some direction...and take the map a little somewhere!thenobodies80 wrote:oh, in that case the background story is the way to go.