Moderator: Cartographers
Top Score:2403natty_dread wrote:I was wrong
gimil wrote:Actually that may be possible. But I am not 100% sure!rdsrds2120 wrote:Would there be a way to have it start on the field as one value, then once you own it, have it reset to another? Starting out at the traditional 10 then turning into a 4 or something would be ok with me. If there's a winter theme, it would keep out the draftgimil wrote:If I do go with the gate idea, I was thinking that once it is knocked down, its gone!Sniper08 wrote: another possible new feature could be a reseting neutral on the kingdoms entry point.
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You bring up a very good point about the gameplay. I aim to make this version of the map alot more fluid than its predecessors. Balanced without being symmetrical. I am going to try and make all the castle more accessible to each other rather than having the drop forcing people to fight each other from the start.anonymus wrote:im no regular in these dark parts of the forums, but i have a couple of 1000 games on feudal war and in my mind what makes it great (as opposed to feudal epic) is the ability to read it once you know it well enough.. in fog being able to say ok i KNOW this dude is in rom because the first 3 rounds he took 1 terr per round then bombarded then took 4 terr and now he gets +5+3 THAT is what feudal is all about for me, and why feudal epic never attracted me (since same number of steps to villages from all castles..
maybe this is something to think about in the map-design.. small differences in bonuses between the kingdoms like aor or small differences in terr taken to get to a bonus like in feudal..
just my 5 cents, but i think most people sold on conquest-maps are so due to the elimination of drop in the luck-part of the equation and the huge gain if you know your strategies and have the patience/experience to read the gamelog in the fog..
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Top Score:2403natty_dread wrote:I was wrong
This combination allows people to advance early on, rather than trying to nab their kingdom early on while having dice dictate their early progression. With a neutral gate defending the kingdom then people should be encouraged to explore early on. But most importantly since you start with your kingdom and have the same level of basic defence, strategy should play a larger part in overall gameplay. If you loose your castle it is likely your own fault. Oh, and also if you key to siege another players castle you create a strategy around taking someone's castles to eliminate them rather than the traditional take all of someone's terr to eliminate them.[*]Single entrance to castle protected by a neutral 'gate'.
[*]Players start with their whole kingdom.
[*]Losing condition: if you do not own a castle you are eliminated from the game.
Top Score:2403natty_dread wrote:I was wrong
Top Score:2403natty_dread wrote:I was wrong
Fewnix wrote:I love your Feudal maps and look forward to a new one.Thank you very much for all you have done and will do.![]()
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How about using composite bonuses, like the system used in Napoleonic Europe? In that map, if you hold a capital such as Berlin you get an auto-deploy, If you hold Berlin and certain other territories (West and East Prussia, Silesia ) you get a z bonus to manually deploy for holding Prussia, and if you hold the Prussian bonus and the Poland bonus you get a composite bonus to manually deploy.
In Feudal Epic if you hold a castle such as Rebel you get a 5 auto -deploy and can bombard all rebel territories as well as assault adjacent territories. ff you hold Rebel territories plus the castle you get a manual deploy bonus. If you hold the nearby G;ah village you get a 3 auto -deploy. And if you hold an adjacent castle Warlords you get a 5 auto deploy there and can bombard warlord territories, assault adjacent territories, and get a zone bonus for holding Warlords territories plus the castle.
So my suggestion is that in the new Feudal map if you hold two adjoining castles and the village you get not only the two auto deploys of 5 on the castles and 3 auto deploy on the village and the manual deploys for the castle territories and the tert bonus, but also composite bonus to manually deploy, say 5 more armies.
Under the current Feudal Epic map there would be 4 of these composite bonuses possible and a player who holds such a composite bonus (close to a 1/4 of the map) would be in a strong position to attack other territories and get stronger. Holding two of these composite bonuses, 4 castles, two villages, lots of terts (about 1/2 the map) would make a really really strong player Of course other players,apart from going for their own composite bonus, would try to deny the competition composite bonuses and one successful strategic attack would mean a serious setback.And it is not easy to hold on to two castles and a village.
To fine tune this suggestion how about increasing the number of castles in the new map to 12 and the number of villages to 6? giving 5 composite bonuses possible? This allows for the possible expansion to a 12 player game and gives different combinations possible for lesser numbers of players- 1v1 and 3 players could be 4 castles each ( or a lesser number with neutrals) , 4 players 3 each or a lesser number with neutrals, 6 players 2 and 8 players one with 4 neutral.
Top Score:2403natty_dread wrote:I was wrong

Top Score:2403natty_dread wrote:I was wrong
Intencedanfrank wrote:just reading briefly i like the idea of the gate with a one way border to release your troops on the world.. With that idea in mind .. how does FEUDAL FORTRESS sound...

How?zimmah wrote: If you mean that the gate starts with 10 neutrals, and then whenever someone owns it, at the end of the turn it will kill al troops on it, and puts 4 neutrals in place, yes, that's definitly possible.

Love it.danfrank wrote:just reading briefly i like the idea of the gate with a one way border to release your troops on the world.. With that idea in mind .. how does FEUDAL FORTRESS sound...
Top Score:2403natty_dread wrote:I was wrong

Sniper08 wrote:any idea when you'll have a draft ready? not trying to rush you in any way but id like to see a visual of the map then maybe more idea will start to come to me.
Top Score:2403natty_dread wrote:I was wrong
Sounds greatgimil wrote:Love it.danfrank wrote:just reading briefly i like the idea of the gate with a one way border to release your troops on the world.. With that idea in mind .. how does FEUDAL FORTRESS sound...
i think you should go the other way and add more villages. in reality castles where outnumbered by villages.gimil wrote:Fewnix, I like what you are saying about a new bonus system. However I was planning on making gameplay on the new map a little more fluid rather than structured towards forcing two specific castles to fight each other early on. In order to achieve this rather than a ratio off 2:1 castles/villages I might decrease this to 3:1 or 4:1, in order to put more people into a position to fight each other. Is this something that would interest you?
Working on it. Finding it difficult to put together a full landscape. I want to move away from just a green play area like the other two maps Unfortunately this is all I have managed to do so farSniper08 wrote:idea dead gimil or are you still working on it?
Top Score:2403natty_dread wrote:I was wrong