|Headphone (11/10/2011 07:26pm):|
|Eligitine (11/10/2011 08:26pm):|
I like the used silos. Makes it look like lumber mills.
|walkerboh01 (11/11/2011 05:27pm):|
Only one starting base just screams fta to me.
|MLP_Headphone (11/11/2011 08:08pm):|
Thats only if you don't count the inf set up to capture the neutral one as preowned.
If you think about it, that base is basically preowned, with its production delayed by 3 turns.
(maybe 2 depending on how you look at it)
|walkerboh01 (12/01/2011 06:01am):|
Exactly, which is why it's FTA. You're giving P1 a 3-day advantage right at the start of the game.
So that's 3 turns that YC is ahead for, and then they're even every day after GS captures the
|Headphone (12/01/2011 10:31pm):|
YC would only be ahead of GS for 1 turn on that base, while GS is ahead on the other base.
|walkerboh01 (12/04/2011 12:06pm):|
Sorry, I meant that GS is ahead for 3 days. You gave GS the advantage on the starting base,
and so they will get income and units first for the 3 days it takes before YC can capture the
|Headphone (12/14/2011 02:31am):|
|walkerboh01 (01/01/2012 07:30am):|
I think the map looks great, although FoW purists will be all over you about the subs. Center
might have a couple too many cities (a mountain or forest in there might be nice), but otherwise
very nice. 8/10.
|Kruegster (01/07/2012 06:06am):|
With the subs what makes FOW matter are all the trees around the edges. A player can
sneak inf into the forests, then take those contestable cities, try to go spy on the airport,
or maybe even take the airport.
Since you know what your opponent is making, artilleries are pretty pointless (unless Grit
is your CO); without Grit the match turns into a tank battle. I think it would be more
interesting to move the sub over one space so that players can only see one base, this way
an opponent may be able to sneak something like an artilery or MdTank into the tank war.
I like it 9/10