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Evil DIMwit wrote:I don't know. Maybe this map would be quite playable with troops as a scarce resource. But I think it would go very slowly and therefore be boring.
isaiah40 wrote:Considering that holding all the bases is the objective, I want those to have the higher neutral count.
Evil DIMwit wrote:isaiah40 wrote:Considering that holding all the bases is the objective, I want those to have the higher neutral count.
It is? You should really make the objective text more prominent.
isaiah40 wrote:Evil DIMwit wrote:isaiah40 wrote:Considering that holding all the bases is the objective, I want those to have the higher neutral count.
It is? You should really make the objective text more prominent.
NATTY!! You're right I even had to look for it.
Evil DIMwit wrote:isaiah40 wrote:Considering that holding all the bases is the objective, I want those to have the higher neutral count.
It is? You should really make the objective text more prominent.
How about making the minimum territory bonus 4, and increasing the starting point autodeploy to 3? That'd give a total of 7 troops per turn.
natty_dread wrote:How about making the minimum territory bonus 4, and increasing the starting point autodeploy to 3? That'd give a total of 7 troops per turn.
natty_dread wrote:Evil DIMwit wrote:isaiah40 wrote:Considering that holding all the bases is the objective, I want those to have the higher neutral count.
It is? You should really make the objective text more prominent.
What are you talking about, it's in bright white letters... Don't blame me when you don't read the whole legend
Anyway I'll do something with it for the next update. Meanwhile, Isaiah, the thing I wanted your input on was this:How about making the minimum territory bonus 4, and increasing the starting point autodeploy to 3? That'd give a total of 7 troops per turn.
Industrial Helix wrote:Is it me or does this gameplay seem incredibly convoluted?
I think its the safe zones and the decay that take it over the edge. Plus there's two types of impassables... mountains and that penguin region. Why is the penguin region impassable again?
I kind of just want a standard gameplay antarctica map, maybe hang on to the south pole thing and the bases.
natty_dread wrote:We're trying something new here. Let's face it, CC already has umpty-zillion standard gameplay maps. What new can another one give, except a new order of territories and continents, and new graphics?
With this map we wanted to experiment with the gameplay more. Create something different. I think we can make it work.
Heck, people said the same thing about Lunar war, and look at it now; people are loving it - not everyone of course, but it certainly has gained a fan base in a short time.
Lastly, there are way more complicated maps in CC, not naming any names, but you probably know which ones I'm talking about - and lots of those maps are also very popular.
Ps. personally I think dropping the safe zones would do more harm than good. But let's see what Isaiah thinks of all this.
Victor Sullivan wrote:I think the auto-decay is completely called for and it makes 215% sense. If you think it's convoluted, then only drop the safe zones and nothing more.
-Sully
Industrial Helix wrote:Well maybe its me but it doesn't appear to be all that original because Age of Realms 2 did the same thing with the frostbite. So this is why, in my mind, I'm not giving away creativity points on the decay.
And the bases and the safe zones, to me, pretty much do the exact same thing in providing shelter from the decay. Though something can be said for the base autodeploy, it's just the safe zones seem a bit redundant. Why waste time and men taking a safe zone when a round or two will give a better shot at a more rewarding base.
isaiah40 wrote:I discussed this with natty, I was thinking of having neutral 3's on normal territories, 4's on Safe Zones, and 5's on bases and airstrips. I want the progressive neutrals on theses territories to make it a little more challenging. Considering that holding all the bases is the objective, I want those to have the higher neutral count.
Industrial Helix wrote:Well maybe its me but it doesn't appear to be all that original because Age of Realms 2 did the same thing with the frostbite. So this is why, in my mind, I'm not giving away creativity points on the decay.
And the bases and the safe zones, to me, pretty much do the exact same thing in providing shelter from the decay. Though something can be said for the base autodeploy, it's just the safe zones seem a bit redundant. Why waste time and men taking a safe zone when a round or two will give a better shot at a more rewarding base.
natty_dread wrote:With this map we wanted to experiment with the gameplay more. Create something different. I think we can make it work.
Industrial Helix wrote:Even two types of bases would be preferable.
natty_dread wrote:The bases are not supposed to be accessible. You do realize the bases are separate territories from the territories they are on, right?
If we were to convert the safe zones to "another type of base" that would clutter the map with too many territories.
Really, I haven't yet heard a good reason for changing the current system. I don't buy the "it's too complicated" argument... not when there are maps like Cricket and Stalingrad - which both are liked and played by many players.
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