Moderator: Cartographers
I wonder if that gives too much power to the beacons. For instance, wouldn't it be smart to just stack your armies on a beacon and bombard the other players out of the game? Maybe that's the point but being able to bombard any other territory seems too much to me.sully800 wrote:Whoops! The legend should read "beacons can assault all other beacons and bombard any other territory". Will change in the next draft.


barterer2002 wrote:I wonder if that gives too much power to the beacons. For instance, wouldn't it be smart to just stack your armies on a beacon and bombard the other players out of the game? Maybe that's the point but being able to bombard any other territory seems too much to me.sully800 wrote:Whoops! The legend should read "beacons can assault all other beacons and bombard any other territory". Will change in the next draft.
Thanks, I missed that. I wonder what the purpose of assaulting (rather than bombarding) other beacons is then.lozzini wrote:barterer2002 wrote:I wonder if that gives too much power to the beacons. For instance, wouldn't it be smart to just stack your armies on a beacon and bombard the other players out of the game? Maybe that's the point but being able to bombard any other territory seems too much to me.sully800 wrote:Whoops! The legend should read "beacons can assault all other beacons and bombard any other territory". Will change in the next draft.
i believe beacons reset to nuetral at the start of the holidng players turn similarly to arms race







I agree that the linearity is still a problem. I also want to keep the map intuitive so all attack routes should be clear and make sense. An elevator makes a lot of sense so if I can figure out how to make the routes clear I will work on including it.MrBenn wrote:Your graphics are brilliant - my concern is still to do with the gameplay, which is currently proving far too linear... Is there any way you could introduce connections between towers other than the tops and the bottoms?
For example you could bombard/one-way attack other towers from viewing platforms such as CN Tower 8.
I'm not sold on the killer neutral/bombard everywhere of the beacons... there doesn't seem to be any logic or real-world rationale behind it... My random idea (that I'm not too sure how you'd implement) is to add in some elevators... so that you could skip from the 2nd floor of the Eiffel tower to the 8th floor or something (as you can in real life)... In fact, a killer neutral elevator in each tower would open up the tower and might solve the complete linear play... Hmmm... the more I think about it, the more potential I see in this idea....
I personally think that rules such as this would be unnecessarily complicated, and it doesn't have any real-world logic to it!a.sub wrote:how about this, you can only attack up buildings, but you can attack the "floor" below you on the building adjacent?



I would prefer this if the elevator were an actual territory... You could then take the elevator and ride it all day, attacking everybody from it... which makes a lot more sense than adding bankers - although I imagine a lot of people would enjoy the thought of attacking bankers right now!barterer2002 wrote:I was reading another map idea yesterday where the gameplay idea was that any tert could attack any other tert regardless of where they are on the map. I don't know that it would work here like that but you could do a gameplay idea where any tert within a tower can attack any other tert within a tower (theorically using elavators to navigate up and down without having to draw in the elevators). This leaves choke points on the ground of course but its better. Maybe someone can take this to the next level too.


TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.


I don't know that I like any of these options. The Helipad is fine instead of the beacons, I'm OK either way there but still you're going to have choke points at the top and bottom of the buildings. Some of the ideas here are really similar to bombardment except that they become one way attacks instead of straight bombardment. I'm not sure how that makes them better than bombardment. I especially feel this way about the sniper which seems to be that it should be bombardment as the attack force doesn't move with the bullet in real life-the bullet kills the enemy but there is still no way across to the other building.ustus wrote:I would suggest some system connecting the buildings at points chosen for purposes of gameplay. this would eliminate the problem of linearity without resorting to bombardment.
i return to the original list of suggestions:
Airplanes (discarded due to historical implications [oops])
Telephone/electrical wiring (i realize it doesn't actually stretch from skyscraper to skyscraper, but...
the Tube Transfer system used by hospitals and etc. *my fav. seems most logical.
Parachuters which start on one SPECIFIC floor and can either attack one floor located lower down a neighboring building, or multiple
I'll also add some of my own new ones:
a helipad at the top of some buildings and all helipads can attack each other
snakes and ladders (while i'm at it, this could make an interesting map...) kidding bout the snakes, but.....
snipers (path of the bullet = one way attack)
ummm... that's all i've got, but this list shows, you don't have to use bombardmentmuch less have a terit that can bombard everything else...

