Moderator: Cartographers
re-post image for new pageMrBenn wrote:
I'm with Benn about this.MrBenn wrote:I'm satisfied that I've done all I can do to make 1v1s as balanced as possible, without adversely affecting other gametypes. If it transpires that there is an overwhelming disadvantage once the map is in play, I think we'll have to revisit it then.
Top Score:2403natty_dread wrote:I was wrong
1. No worries... thanks for dropping byedbeard wrote:1. apologies for not reading everything but here's a viewpoint from someone just looking at the image
2. the region (note the CC-ified name change) bonus thing isn't explained well enough
a. "No Region Bonus" is a bad idea as seen in the Poker Club map because you always get +1.
b. The rest of it is just confusing. If I think it's confusing in nature then it's going to be a problem for a lot of people.
7 regions in same [area] +2, 10 regions +4, 13 regions +6, etc..
3. I'm not really fond on the gameplay on this map. I really hate having to do starting positions to make the gameplay "work". I think for this reason and because holding bonus regions is very very very difficult on this map, a new approach to gameplay should be taken.
a. take a page from the Brazil map and go back to your lined off areas. instead of having them be totally random, however, perhaps use major roads and highways as the inspiration for which regions allow "travel" from one "Area" to another.
b. why not just start both Northeast regions as neutral? you have 41 regions other than those. why not add one more territory and then you start with 42.



I think you are wrong about CC terminology.TaCktiX wrote: - Change "Area bonuses" to "Region bonuses" to mesh with CC official rules and terminology. Add a short little blurb that it's total territories owned or something like that.
Argh, knew I missed a facet of the gameplay. To accommodate for that, a note that the bonuses only count per area of the map, with the area bonuses still off to the side.saaimen wrote:"Territories" don't exist anymore, they're actually called "regions" now. And calling the bonus "region bonus" is not a good idea, as the necessary regions (here: counties) are all supposed to be in the same "area" (North/Midlands/South).
i have to disagree with that because then people might think they get +2 for holding any 7 place not justs in one areaTaCktiX wrote: - Torch the cross symbols. You don't need them.

i agree with this analysis for 1v1. our map fails the normal criteria for a gameplay stamp because of this. one way i can see of making the build-ur-own bonuses work is to restrict them to a bonus for every 5 counties within a bonus zone (for example east midlands), which is not close to the original vision.DJ Teflon wrote:I would predict that player one would often have a huge advantage from the following scenario:
Dropping 2 x +2 bonuses in the Midlands and the South in 1 v 1
With 14 territories to be handed-out, the chances of player one getting 1 of the 6 available in the Midlands and 2 of the 5 in the South are high (although difficult to calculate).
In this scenario, player one would most likely be able to deploy his 7 troops strategically and prevent player two getting either the two or one bonuses (s)he may have dropped. Certainly, player one is most likely to retain a bonus advantage going into, and beyond, round 2.
we could stamp the map with a big health warning at the top of the map which says not recommended for 2-player games. i think this isn't within the current gameplay principles, where each map is supposed to be for all numbers of players, especially as, for average-sized maps, 2-player games are the most popular by far, for example the recently-quenched oceania has 449 2-player games and 139 4-player games. an additional complication is the new random map feature, where it's not possible to avoid this map unless we tag it so that it's incapable of being chosen randomly.edbeard wrote:a new approach to gameplay should be taken.

Which ones? The discrete area/region bonuses, or the larger build-your own bonuses?Echospree wrote:I really don't like the area-bonuses at all, actually. I'd rather see them scrapped. What was the purpose of adding them in the first place, again?

The build-your-own-bonus one, the one labelled "area bonus". It hurts 2 and 3 player play too much, I think.MrBenn wrote:Which ones? The discrete area/region bonuses, or the larger build-your own bonuses?Echospree wrote:I really don't like the area-bonuses at all, actually. I'd rather see them scrapped. What was the purpose of adding them in the first place, again?
Going back to that post - MrBenn's reply analysed the chances of player 2 having a byo bonus when player 1 drops. Ian pointed out that this isn't great as it still provides too much advantage to player 1 - restricting the chances of player 1 dropping a byo bonus is the ideal.DJ Teflon wrote:'Build Your Own' System
1 v 1 Games
Would it be possible to have the blue territories (in the 3-player) coded as neutral in 1 v 1? If enough of the blue Midlands and South territories were coded as neutral for 1 v 1 this would eliminate bonus drops (they could be coded as neutrals with 2 troops instead of 3 to encourage players to 'build their own? If this is possible and acceptable, I would suggest all blues in the Midlands coded as neutrals and three of those in the South.
Alternatively, and along similar lines - if, just for 1 v 1, there were no coded starts but one neutral in each of the 9 regions then the chances of player 1 dropping a +2 for 7 bonus would be 11.22% in the Midlands. If an extra neutral were in the Midlands, as opposed to the South (i.e. 4 overall - 2 in one of the regions), then this probability would drop to 7.15%.
1v1 GamesMrBenn wrote:In 4p games, the odds for the Midlands are 5.28% for +2, trace% for +4; In the South the odds are 2.33% for +2, trace% for +4. There is 1.05% chance of getting Yorkshire, and less than 1% for any of the other discrete bonus areas. For >4 player games, the odds are significantly lower, and in 7/8 player games a physical impossibility.


Unfortunately it isn't possible to code different starts for different game-sizes. The only way to increase the number of neutrals is to code them in (not an option as it would effect all other games too); or to get rid of the coded starts completely.DJ Teflon wrote:It's definitely the kind of direction I think we need for 1 v 1 - more neutrals reducing the probability of player 1 advantage.
But with a such a high probability of +2 for player 1, England would be on the front cover of Farmer's weekly.
2 Possible Solutions
- Is it not possible to have seperate coding just for 1 v 1 with more neutrals (i.e. coding for 3p and seperate coding for 1 v 1)?
Or,if the 16 unused territories weren't handed-out, each player would start with 9 in 3p and 9+3 in 1 v 1 - 0% chance of dropping anything. This may be unsatifsactory, although the starting value of some of the neutrals could be set to 2 or 1 to encourage rapid building gameplay. That could be interesting.


I'm looking forward to seeing your suggestionDJ Teflon wrote:Now then, now then.
We still have a dangerous situation for 1 v 1. If it was +1 then there wouldn't be so much to worry about (as it would be a bit like maps with a 18/15/12 territory start).
Anyway, if this can be tested in BETA, given that we have innovative gameplay at workm then we need a 'safe' back-up plan ready in case.
I've been thinking and re-thinking and keep coming-up with the conclusion of coding loads of neutral and start positions - and to get low percentages (given that 10% is often suggested) - we are looking at lots of them. Although,if they were 1s and 2s then it would certainly encourage 'self-build' strategies.
My current thinking gives highest probs of 5% so I'll do some more tinkering tomorrow to see what I can come up with that has less coding and is still within general guidelines.
Plus, a fresh mind might enable some other idea to come up. One idea I had was for different zones - The North, The East (E Midlands & East Anglia), The West (West Mid & SW) and South-East (South & Thames)? But then,you would only be able to self-build so far.
