Charge.

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Regarding THAT MAP:

It's my favorite map for 1v1 games. There isn't much of a player 1 advantage anymore.
5
13%
It's a decent map and it's moderately well balanced, but I've become bored with it.
9
23%
I don't like playing on it. These are my reasons __________. (write below)
3
8%
I don't like the fact that a map that gives fairly heavy advantages to certain factions is considered a 1v1 "standard."
12
31%
I like it a little bit, but I don't like its total exclusion of water units. Water units are a part of factional balance, and ought to be an option on the most commonly used 1v1 map.
2
5%
It will never be adequetly balanced, no matter how many times it's changed.
5
13%
I'm addicted to Charge, but I wish I could quit playing on it, cold turkey.
0
No votes
I'm going to name my firstborn child "Charge," in honor of the map.
3
8%
 
Total votes: 39

Noy
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Post by Noy »

pigandforks wrote:as much as a like wesnoth i think that for one on one the game is still missing something. Most of the maps kind of lose out on the strategic elements, not all but many. i mean you still have to use the right units right time right terrain etc.
Would you like to expand on this?
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Doc Paterson
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Post by Doc Paterson »

pigandforks wrote:as much as a like wesnoth i think that for one on one the game is still missing something. Most of the maps kind of lose out on the strategic elements, not all but many. i mean you still have to use the right units right time right terrain etc.
If you can give me a specific example on a specific map, we can discuss it.
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telly
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Post by telly »

I definately agree with the guy pigandforks wesnoth 1v1 is much more about tactics than strategy. I always get confused by the difference and have to look it up but anyway. For most of the maps and faction matchups I have a fairly near optimal strategy that I employ pretty much everytime, even if I'm confident I know what the other player will do or that they themselves are aware of what my likely strategy will be, I still do more or less the same thing. For instance like loyalists vs drakes, you want to recruit basically only bowman and spearmen with maybe some horsemen and mermen depending on the map. All the other units are to varying degrees useless (assuming the opposing player is using what I'd call an optimal strategy too) and if you do recruit them, all you're doing is putting yourself at an unnecessary disadvantage. Pretty much no matter what the map is like I'd apply more or less the same strategy, sitting on villages with pikemen (or mermen in any water or swamps). Of course not all games are that bad but some are much worse as well.
telly
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Joined: January 12th, 2004, 5:07 am

Post by telly »

Another thing is that maps are being balanced with the assumption player 1 always has the advantage but thats only true where player 2 picks a non-random faction and you play with shroud. Otherwise depending on various factors its arguably player 2 that has the advantage from knowing either (playing with shroud + random) player 1's faction or (playing without shroud) player 1's initial recruitment.
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Doc Paterson
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Post by Doc Paterson »

telly wrote:Another thing is that maps are being balanced with the assumption player 1 always has the advantage
Please. I'm not an idiot, and I consider many many factors when balancing maps.

No time to discuss this now, but we can talk about it online sometime soon if you'd like.
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Inuyasha
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Joined: November 15th, 2005, 6:22 am

charge reborn?

Post by Inuyasha »

i was wondering, wasn't there some talk of adding water and cave to the new charge map to nerf flyers?
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Re: charge reborn?

Post by Doc Paterson »

Inuyasha wrote:i was wondering, wasn't there some talk of adding water and cave to the new charge map to nerf flyers?
Inu, could you just PM me with a question next time? As it is, this very old thread, which was about the Old Charge (which had no river ford, no shroud, different village spacings and different terrain), has been brought to the top again.

To answer your questions though, it would be difficult to add standard water without actually making flyers more powerful. Making some of the villages water villages would alleviate the problem a bit, but I don't want the map to be changed so drastically (I didn't make Charge, only improved the balance). So, in short, I think that water and water villages would create more problems than they would solve. As it is now, it is quite feasible to use water units as support units (but I'm sure you know this). The shroud was added some time ago, and since that time, flyers have been much less mobile, and much less powerful on the map. In the past, they could skip over the dividing patches of heavy terrain and reinforce whichever front they wanted to. Cave-adding is not an option, as that would overpower the already powerful Saurians, massively.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses.
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