4p_Double_Cross

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

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haruspex
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4p_Double_Cross

Post by haruspex »

Obviously it's a 2v2 map.
Drakes seem to have advantage on this map, so it's suggested to play wthout them.
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Baufo
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Post by Baufo »

Why not just replace the deep water with shallow water and some of the shallow water with river ford?
Most peopl (at least at 1.1.x server) prefer random faction so it might be hard to avoid drakes.

Oh, and welcome to the forum!
I was working on the proof of one of my poems all the morning, and took out a comma. In the afternoon I put it back again. -- Oscar Wilde
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Sapient
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Post by Sapient »

Baufo's suggestion is a good one. I was wondering how this map could possibly favor drakes, but that was before I noticed all the deep water.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
haruspex
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Post by haruspex »

Baufo wrote:Why not just replace the deep water with shallow water and some of the shallow water with river ford?
Most peopl (at least at 1.1.x server) prefer random faction so it might be hard to avoid drakes.
The idea is that you need cooperation of land and sea/flying units. While 'normal' units will act bad in the middle, they will be needed to fight on the enemy island. Usually sea/flying units have drawbacks which prevent them from being used solely: low defence on land for sea units and some weaknesses for flying units (e.g. gryphons lack of ranged attack). But mostly entire faction of drakes is flying, so they can fight successfully both in the middle and on the isles.
Oh, and welcome to the forum!
Thanx :)
OllyG
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Drakes

Post by OllyG »

Drakes do seem to make it hard for mapmakers ... :x
Reddig
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Post by Reddig »

Hmm... I actually don't like the idea of the map. It looks like hell to drag land units to the other side of the canal, and the banks seem very easy to defent (columns 7 and 15). You can easily imagine players setting strong lines of defence on these columns and the columns adjacent, and furthermore these lines would be very easy to replace by new units. So the prime goal would be to gain domination over the canal. But firstly - armies are rather unbalanced when it comes to water-like units and secondly - winning the sea battle would mean only that the winning side would be free to send units to death at the defencive columns of 7 or 15. Take into concideration, that the defending side can create a decent defence using only 5 units from each player (and the rest as backup/finishing units for the enemies, which are stupid enough to carelessly walk into gaps between the defence only to find themselves surrounded).

If I was to suggest anything, I'd say that creating at least one land connection between the islands would come with a benefit for the playability of the map. I'd make even three - two river ford ones on the sides and one 3 hex wide land one in the middle with two defencive points (say hill/forrest hex at 9;10 and 9;11 and at 13;10 and 13;11). But that would only lead to bottlenecks, and that's not good either.
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