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some people have complained about the game being to fast paced or it being too luck dependent, they want the bonuses changed to make it more complex and tactical. on the other hand the 73 pages of games played so far show me the map is popular. so i want the opinion of the community. vote if you want the bonuses changed or not.
castle +5
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5
same fast paced action but with more incentive to expand and get resources and stuff. 1v1 will remain the same but more strategy should come in 6p games. plus by making the village + resource, castle + resource and sanctuary worth +5 it will give a chance to come back in the game to those that lost a castle and furthermore in fog games the confusion will be even higher because of the many +5 bonuses.
same idea but lower bonuses. slow paced expansion games.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)
the ratio autodpeploy and free to deploy could be adjust
(i vote C, but i prefer D )
My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important
I know, 4 identical maps with different bonus systems!
saxitoxin wrote:Your position is more complex than the federal tax code. As soon as I think I understand it, I find another index of cross-references, exceptions and amendments I have to apply.
Timminz wrote:Yo mama is so classless, she could be a Marxist utopia.
castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)
the ratio autodpeploy and free to deploy could be adjust
(i vote C, but i prefer D )
My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important
it could be interesting but i don't think it's possible
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
I voted for c) in order to make it more attractive to attack neutral armies to increase you armies per turn.
But what's the idea behind auto-deploying castles? In this case adjacent games would be almost meaningless. Reducing castle bonus to 3 (or even to 2), but having the freedom to place them anywhere should be enough to hinder fast killings.
castle +3 (2 autodeploy on castle, and 1 free to deploy)
castle + village +1 (free to deploy)
village + resource pair + 3 (2 autodeploy on village, and 1 free to deploy)
castle + resource pair + 3 (2 autodeploy on castle, and 1 free to deploy)
sanctuary +3 (2 autodeploy on sanctuary, and 1 free to deploy)
the ratio autodpeploy and free to deploy could be adjust
(i vote C, but i prefer D )
My opinion on this map is this is a too fast map, where starting at the beginner, the luck (because of many big neutrals), .... are too important
I voted for option A - as I am happy with the map in its current format and im certain there are many more out there that share a similar opinion.
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
wacicha wrote:Well I agree with Rebel, BUT Dim, You should make another map using these examples on a different scenario. that would work for all.
that's exactly what i'll do. chapter 2 will be different from chapter 1 and it will include the suggestions of those that weren't happy with chapter 1.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
I think the changes you're making in #2 will satisfy what some don't like about this map, and by looking at the poll results, they're not in the majority. When both maps are up, people will have the option of which to play, so there's no need to change this one.
wicked wrote:I think the changes you're making in #2 will satisfy what some don't like about this map, and by looking at the poll results, they're not in the majority. When both maps are up, people will have the option of which to play, so there's no need to change this one.
qft.
now, can a mod lock this thread?
chapter 2 is in my sig.
Last edited by DiM on Tue Dec 04, 2007 3:46 pm, edited 1 time in total.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
DiM wrote:some people have complained about the game being to fast paced or it being too luck dependent, they want the bonuses changed to make it more complex and tactical. on the other hand the 73 pages of games played so far show me the map is popular. so i want the opinion of the community. vote if you want the bonuses changed or not.
castle +5
castle + village +2
village + resource pair + 5
castle + resource pair + 5
sanctuary +5
same fast paced action but with more incentive to expand and get resources and stuff. 1v1 will remain the same but more strategy should come in 6p games. plus by making the village + resource, castle + resource and sanctuary worth +5 it will give a chance to come back in the game to those that lost a castle and furthermore in fog games the confusion will be even higher because of the many +5 bonuses.
One might notice that at the moment there are as many votes for change as there are for the the status quo, it's just that the former are spread across the three options.
Seems there's a sizable population that see this map as fun, but not as fun as it could be. Five armies for one territory is a lot! As much as North America on the Classic Map.
arizona wrote:One might notice that at the moment there are as many votes for change as there are for the the status quo, it's just that the former are spread across the three options.
Seems there's a sizable population that see this map as fun, but not as fun as it could be. Five armies for one territory is a lot! As much as North America on the Classic Map.
qft.
23 want to leave it.
25 want it changed.
it seems the wicked's 'majority' is out numbered.
but now that map 2 is in development, it is becoming less of any issue anyways, just unfortunate.
I want to be able to try and get some of the bonus's but you dont even get a chance, i think something has to change so we can really play the map. Its so big and if you want a quick game you can play a smaller map
Vace Cooper wrote:how about no bonus for the first castle then +5 when you have 2
i like that idea. i like coopers thoughts about being able to actually grab some bonuses up before being killed. nice thoughts cooper. who knew you were a thinker?!-0