Moderator: Cartographers

The more I think about it the less I see 1 entrance as a problem. It may reduce strategy up front. But once you get to the point where you have taken out your other castle and are moving into the rest of the field there is countless different oppertunites to take.Army of Achilles wrote:very nice job
I suggest that there should be a 3rd version with 8 castles and 2 entrances to each region
From a game play perspective, one of the great things about the original Feudal War map is how many different strategies are possibile and the numerous ways to react to what your opponent(s) are doing. With only one entrance there is much less flexibilty and therefore limited variability in game play. The appearance of the map is amazing but I have a feeling that the sequel may have a hard time living up to the orignal from a game play perspective.
Given the limitation of one entrance to each region I think things look good. Look forward to trying out your map
Top Score:2403natty_dread wrote:I was wrong
The opinion is pretty much 50/50. I think (as edbeard said) we can only tell how good/bad it is once we get to beta.Try Again wrote:this all started a loooooooooooooooooooooooooooooooong time ago so foundry make up your choice. I like the 1 entrance to catsle
Top Score:2403natty_dread wrote:I was wrong
Yes, there are plenty ways to attack... but from the defensive side, it's very limited-- only one territ to defend.gimil wrote:The more I think about it the less I see 1 entrance as a problem. It may reduce strategy up front. But once you get to the point where you have taken out your other castle and are moving into the rest of the field there is countless different oppertunites to take.Army of Achilles wrote:very nice job
I suggest that there should be a 3rd version with 8 castles and 2 entrances to each region
From a game play perspective, one of the great things about the original Feudal War map is how many different strategies are possibile and the numerous ways to react to what your opponent(s) are doing. With only one entrance there is much less flexibilty and therefore limited variability in game play. The appearance of the map is amazing but I have a feeling that the sequel may have a hard time living up to the orignal from a game play perspective.
Given the limitation of one entrance to each region I think things look good. Look forward to trying out your map



I can work with the castles to make them border all 2's or all 3's. I will look into this later on today to see how ebst to tackle the issue. As for the colours, I would rather keep them sutble to keep a 'feudal' feel. I don't really want to go into the realm of distinct colours differences.MrBenn wrote:Looking at the castle carefully, I've noticed that some of them border two territories, and others 3...
- Realm of Might 3
Feudal Empire 3
Great Kingdom 3
Rebel 2
Warlords 2
Clan Rhu 2
Barbarians 2
Imperial Dynasty 2
While it's not a major issue, having the aextra territory to attack might make a difference to the early turns where you can keep your army on the castle to maximise the benefit of the autodeploy...
I'd also like to see a bit more variation in colour between regions - a bit like on the minimap...
Top Score:2403natty_dread wrote:I was wrong

It does cause differences in the opening strategy, many people always fort back to their castle so they can take full advantage of the auto deploy without being boxed in. Giving someone an extra go at that gives them a slight advantage. Although not a big one I wouldn't mind making it more even.yeti_c wrote:TBH - the difference of 1 territory bordering isn't to me such a big deal - there are differences in the original feudal - and it's no the worse for it.
C.
Top Score:2403natty_dread wrote:I was wrong
Yes - differences are good - it's a very minor advantage if you ask me - And it also comes down to how you start your turns too.gimil wrote:It does cause differences in the opening strategy, many people always fort back to their castle so they can take full advantage of the auto deploy without being boxed in. Giving someone an extra go at that gives them a slight advantage. Although not a big one I wouldn't mind making it more even.yeti_c wrote:TBH - the difference of 1 territory bordering isn't to me such a big deal - there are differences in the original feudal - and it's no the worse for it.
C.


It's a bigger advantage in this game, due to the single openings. What do you mean, "how you start your turns"?... isn't there just one strategy, attack the surrounding 2's, and hope for good dice? (obv not attacking after you're down to 3 armies)yeti_c wrote:Yes - differences are good - it's a very minor advantage if you ask me - And it also comes down to how you start your turns too.gimil wrote:It does cause differences in the opening strategy, many people always fort back to their castle so they can take full advantage of the auto deploy without being boxed in. Giving someone an extra go at that gives them a slight advantage. Although not a big one I wouldn't mind making it more even.yeti_c wrote:TBH - the difference of 1 territory bordering isn't to me such a big deal - there are differences in the original feudal - and it's no the worse for it.
C.
C.


Thought I'd add to my original post so there was no confusion regarding my comments.Army of Achilles wrote:very nice job
I suggest that there should be a 3rd version with 8 castles and 2 entrances to each region
From a game play perspective, one of the great things about the original Feudal War map is how many different strategies are possibile and the numerous ways to react to what your opponent(s) are doing. With only one entrance there is much less flexibilty and therefore limited variability in game play. The appearance of the map is amazing but I have a feeling that the sequel may have a hard time living up to the orignal from a game play perspective.
Given the limitation of one entrance to each region I think things look good. Look forward to trying out your map

Top Score:2403natty_dread wrote:I was wrong
Top Score:2403natty_dread wrote:I was wrong