Moderator: Cartographers
well the only reason u WOULD go for the castle first, is cause u CANNOT get to the airport otherwiseedbeard wrote:well I still think there's no benefit to going for the castle early. you go through all those neutrals FOR everyone else. there's no bonuses over there. whereas in the airport you do HAVE bonuses. there's only one way inside so you'd only need to protect one territory. why am I going to kill 8 neutral territories just to get somewhere that doesn't benefit me bonus wise. other people gain so much from me going there first. they don't have to kill lots of neutrals. they can kill bonus territories and get more armies while I get weaker.
well that might happen, but the thing is, you then cant get the other team. To win u have to get the objective, so u actually dont really want to try and go for the other people. And the check point negative bonus cancels out the other bonus (by a little bit)edbeard wrote: another problem I have is the check point negative bonus. I just feel that there's no incentive to do anything there except take over those first two territories and leave them there forever. at worst you'll have 3 or 4 guys stuck on your K2 or T2 territory.
its more fun to have more carsedbeard wrote:Maybe if there were less cars needed to attack that would be better?
No that would make it TO easy, and besides, its pretty much the only negative on the boardedbeard wrote:Possibly add other routes to get to the important areas. Maybe make the checkpoints into another positive bonus, but also give people the option to go around it? this way there's an incentive to take it over, but also gives other the opportunity to not fall far behind if the first one through is able to hold it for a turn.
it seems (to me) that its GOOD that u dont get any bonus' at the castle, cause that makes so that people cant get like a lot more bonus then it already is, and so far most places are +2 each unit heldedbeard wrote:If there were less cars and good bonuses at the castle, then there would be an incentive to do all that work.
no that would make it to easyedbeard wrote:But, maybe there should be a mountain pass that you can go through to get to the castle. Also, maybe a separate path to get to the airport from the castle?
Guys...what if i made Kontrol 1 border upcar 1,2,3,4 and upcar 1 border upcar 5, upcar 2 border upcar 6, upcar 3 border upcar 7, upcar 4 border upcar 8, and upcars 5,6,7,8 border Kontrol 2.edbeard wrote:More cars = more fun is a silly comment. Eight cars is excessive. Whoever goes through those cars first is at a disadvantage. Unless you put 1 neutral on each of them, you're doing the work for everyone else. If you're forced to go through that area, then you're at a disadvantage and others will get even further ahead while you're wasting time going through so many territories (even if there's only 1 neutral on them).

Yes i only just changed that edbeard.....had been thinking about to make it fair for airport mob to get into town and conquer to the castle.edbeard wrote:I could be wrong but I think Corn Willy wasn't a oneway border before. Either way I didn't see that.
Also, what you said about the checkpoint made zero sense to me whatsoever. Everyone has one army in the lower area. Either you'll be one of the four on the right side so you'll be able to go towards the airport right away, or you'll be able to go to the cars. So, taking over each other in the lower area IS a good strategy at this point. You'll start with 5 guys to place. Take over someone else and he only gets 3. Possibly you'll get 7 guys next turn. So, this means taking over the checkpoints will come into play, but if you're the poor sap that needs to do this, you're at a double disadvantage. You can move guys through but you'll be further behind everyone.
OK...let's keep that one in mind for later.Maybe lower the bonus territories to a plus 1. I just feel like going first and getting lucky in the early rounds could be huge on this map.
i would prefer to allow one player to start in each area if the xml can be developed to that degree.Edit: also I have a question.
So three areas have eight starting territories. Are you planning on having each of these just open to everyone, so that in a three player game each player would have eight territories, or do you think it would be better if everyone started with one territory in each area? I realize that the XML doesn't allow this currently, but it seems like an interesting idea.

I agree. And in essence it would take away the story from this map.bryguy wrote:no that would make it to easyedbeard wrote:But, maybe there should be a mountain pass that you can go through to get to the castle. Also, maybe a separate path to get to the airport from the castle?

A good idea - but how do you put that in the legend?cairnswk wrote:Guys...what if i made Kontrol 1 border upcar 1,2,3,4 and upcar 1 border upcar 5, upcar 2 border upcar 6, upcar 3 border upcar 7, upcar 4 border upcar 8, and upcars 5,6,7,8 border Kontrol 2.edbeard wrote:More cars = more fun is a silly comment. Eight cars is excessive. Whoever goes through those cars first is at a disadvantage. Unless you put 1 neutral on each of them, you're doing the work for everyone else. If you're forced to go through that area, then you're at a disadvantage and others will get even further ahead while you're wasting time going through so many territories (even if there's only 1 neutral on them).
That would still make 8 cars, but means that there would be four different routes still one-way up that cable car with only two stops.
The same would apply on the down side.

Like this Version 7 update.yeti_c wrote:A good idea - but how do you put that in the legend?cairnswk wrote:Guys...what if i made Kontrol 1 border upcar 1,2,3,4 and upcar 1 border upcar 5, upcar 2 border upcar 6, upcar 3 border upcar 7, upcar 4 border upcar 8, and upcars 5,6,7,8 border Kontrol 2.edbeard wrote:More cars = more fun is a silly comment. Eight cars is excessive. Whoever goes through those cars first is at a disadvantage. Unless you put 1 neutral on each of them, you're doing the work for everyone else. If you're forced to go through that area, then you're at a disadvantage and others will get even further ahead while you're wasting time going through so many territories (even if there's only 1 neutral on them).
That would still make 8 cars, but means that there would be four different routes still one-way up that cable car with only two stops.
The same would apply on the down side.
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Cairnswk needs to read what he writes in the legend...sorry C.yeti_c wrote:I meant Laguerroom B - not Laguerroom A...cairnswk wrote:No...read the legend pleaseyeti_c wrote:PS Laguerroom B - is the only one that can get to the powder room...
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No worries...cairnswk wrote:Cairnswk needs to read what he writes in the legend...sorry C.yeti_c wrote:I meant Laguerroom B - not Laguerroom A...cairnswk wrote:No...read the legend pleaseyeti_c wrote:PS Laguerroom B - is the only one that can get to the powder room...
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Fixed in the version above. Please refresh.

Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.

Minardcairnswk wrote:Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas
http://www.imdb.com/title/tt0065207/mibi wrote:Minardcairnswk wrote:Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas
and a back story would just be a blurb on what is going on, not related to gameplay.
Like time period, who is what, whats the point, because when you add up the foreign language, foreign gameplay, and foreign looking map, its all quite foreign... a back story would help orient people a bit. In all my ignorance of the subject, it looks like a recreation of the germans invading antarctica in WW2.

thanks mibi....you input is most valuable as alwaysmibi wrote:Minardcairnswk wrote:Mibi...i looked up minard in the dictionary...can't find it anywhere...care to explain please.mibi wrote:this map needs a backstory or something... right now it looks like a Minard on acid.
And what exactly do you mean by a backstory...sorry i'm a little dumb to someone such as yourself who is an inventor of ideas
and a back story would just be a blurb on what is going on, not related to gameplay.
Like time period, who is what, whats the point, because when you add up the foreign language, foreign gameplay, and foreign looking map, its all quite foreign... a back story would help orient people a bit. In all my ignorance of the subject, it looks like a recreation of the germans invading antarctica in WW2.

It makes very good sense MrBenn. thank you. I had thought about it but just not put it forward.MrBenn wrote:Just a thought; you could ease congestion on the cablecar, by allowing each car to attack the 2 either side:
O |
/ | /
| O
\ | \
O |
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| O
\ | \
O |
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| O
Does that make sense? (sorry about the naff text picture!)

Goodness, Minard would have a dreadful time,bryguy wrote:wonder what this map would be like if all the wording was in german![]()
