Moderator: Cartographers
dolomite13 wrote:any chance we can get this moved back to the melting pot
dolomite13 wrote:Starting Forces
Players are assigned the pit crews as starting positions.
Additional track locations excluding 1 and 26 are assigned randomly.
In a 2 player game
- both players would have 4 pit crew each. (8/2)
- both players would have 9 track locations each with 10 remainder set to 3 neutral. (28/3)
In a 3 player game
- all players would have 3 pit crew each with 2 remainder set to 1 neutral. (8/3)
- all players would have 9 track locations each with 1 remainder set to 3 neutral. (28/3)
In a 4 player game
- all players would have 2 pit crew each. (8/4)
- all players would have 7 track locations each with no additional neutrals. (28/4)
In a 5 player game
- all players would have 1 pit crew each with 3 remainder set to 1 neutral. (8/5)
- all players would have 5 track locations each with 3 remainder set to 3 neutral. (28/5)
In a 6 player game
- all players would have 1 pit crew each with 2 remainder set to 1 neutral. (8/6)
- all players would have 4 track locations each with 4 remainder set to 3 neutral. (28/6)
In a 7 player game
- all players would have 1 pit crew each with 1 remainder set to 1 neutral. (8/7)
- all players would have 4 track locations each with no additional neutrals. (28/7)
In a 8 player game
- all players would have 1 pit crew each. (8/8)
- all players would have 3 track locations each with 4 remainder set to 3 neutral. . (28/8)


Thanks I will see what I can do about additional lanes around the track =)MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
This raises the possibility of having a different victory objective. Perhaps holding a single lane all around the track would be practical. Also outer lanes on curves could be longer (more territories), but not adjacent to the corner territory inside the curve. If certain territories at the corners were used for lane changing, you could even have a victory condition of a path around the track that could change lanes at different points. It might be simpler just to put multiple lanes in the straightaways. Lots of possibilities down these lines, eh?dolomite13 wrote:Thanks I will see what I can do about additional lanes around the track =)MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
=D=



What is that?MrBenn wrote:
Some races you don't start in your car. But I haven't seen one of those since the 70's ... the cartoon Speed Racer is an example of where they stood next to their car and jumped in when the race started. Not every episode but in some =)00iCon wrote: I think one great fallacy is you don't begin in you car...

I mentioned this way back when - there might be some ideas in there about how to have multiple lanes; although you don;t necessarily need to have the same number of lanes all the way around the track.MrBenn wrote:The idea you've described reminds me of Conquer Club Racing. It's worth having a read through that thread

Great idea =)iancanton wrote:u don't have to have many lanes. two are enough. if u have any more, then the track starts to lose its shape.
i also believe that u should receive no track bonuses unless u have fuel in ur car. this will give an extra reason to protect ur car instead of assaulting the pits.
ian.