1 |
I love these comments here although I haven't played on the map yet.
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1 |
I love these comments here although I haven't played on the map yet.
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2 |
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2 |
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3 |
But one thing I want to ask is, do people actually enjoy having different values for mexes on the same map?
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3 |
But one thing I want to ask is, do people actually enjoy having different values for mexes on the same map?
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4 |
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4 |
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5 |
[q]Adjust the values of metal spots[/q]
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5 |
[q]Adjust the values of metal spots[/q]
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6 |
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7 |
Maybe this is an exceptional situation where it warrants that change, and maybe there's something I'm missing that someone else can fill me in on. But whenever I see that, it bothers me, because it makes metal so much less intuitive, and I have to be finding and analyzing the numbers instead of focusing on strategy. Also, despite that fact that I think I saw a GoogleFrog video on overdrive with a table that shows there's actually a difference between 4 metal on one mex vs split between two, isn't that the only difference for the most part?
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7 |
Maybe this is an exceptional situation where it warrants that change, and maybe there's something I'm missing that someone else can fill me in on. But whenever I see that, it bothers me, because it makes metal so much less intuitive, and I have to be finding and analyzing the numbers instead of focusing on strategy. Also, despite that fact that I think I saw a GoogleFrog video on overdrive with a table that shows there's actually a difference between 4 metal on one mex vs split between two, isn't that the only difference for the most part?
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8 |
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8 |
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9 |
If I needed to add more metal to an area of a map, I think I would without a doubt rather just add more mexes. But maybe there's a rationale I'm missing.
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9 |
If I needed to add more metal to an area of a map, I think I would without a doubt rather just add more mexes. But maybe there's a rationale I'm missing.
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10 |
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11 |
P.
S.
If
we're
trying
to
make
a
(
semi-)
realistic
map
but
add
balance
to
it,
and
you
only
wanted
land
mexes
to
represent
cities
and
not
fictitious
future
resource
deposits,
then
I
could
totally
see
balancing
areas
with
sea
mexes,
possible
representing
fictitious
offshore
resources.
I
actually
like
the
concept
of
asymmetric
semi-balanced
maps
that
encourage
asymmetric
fac
choices.
Like
the
amph/hover
aussies
vs.
the
sea/gunship
kiwis.
(
also,
something
many
are
unaware
of
is
that
almost
any
asymmetric
game
can
be
instantly
balanced
by
a
bidding
system
[example:
Axis
and
Allies],
which
can
be
done
manually
or
coded
into
the
game)
|
11 |
P.
S.
If
we're
trying
to
make
a
(
semi-)
realistic
map
but
add
balance
to
it,
and
you
only
wanted
land
mexes
to
represent
cities
and
not
fictitious
future
resource
deposits,
then
I
could
totally
see
balancing
areas
with
sea
mexes,
possibly
representing
fictitious
offshore
resources.
I
actually
like
the
concept
of
asymmetric
semi-balanced
maps
that
encourage
asymmetric
fac
choices.
Like
the
amph/hover
aussies
vs.
the
sea/gunship
kiwis.
(
also,
something
many
are
unaware
of
is
that
almost
any
asymmetric
game
can
be
instantly
balanced
by
a
bidding
system
[example:
Axis
and
Allies],
which
can
be
done
manually
or
coded
into
the
game)
|