Author |
Message |
Zwidar
|
Post subject: Starting area favors left over right Posted: Fri Jun 13, 2008 11:42 pm |
|
Joined: Tue Mar 25, 2008 12:48 am Posts: 79
|
The black circles are around the starting placements, the best placements that can be accomplished while still controlling a starting flux point. I placed a unit on each tile to show where the tiles are located. Green circles shows the equivalent tiles for each player. Either fill in the black fog for the left or remove the black fog for those tiles on the right. That would even it up. It's just something I noticed and not sure how big of an advantage it gives, but it does give an advantage to the left player.
|
|
|
|
|
gamezfreak13
|
Post subject: Re: Starting area favors left over right Posted: Sat Jun 14, 2008 12:24 am |
|
Joined: Sun Apr 06, 2008 12:40 am Posts: 58
|
I think i see what you mean, but if you look, each side is given 3 hexs across from the side to place their buildings. How the maps are made, with hexs' doe make it look like the left player has an advantage, but there is actually no difference, the player on the right just can see just as far, but it looks like less, because of the hex positioning on the sides.
But in continuation of the idea, the host in 3 players games is at a huge disadvantage: the bottom position is far harder to work from, due to been in between enemies, and the available flux points are further apart than for the other stations. Creation of a triangular map would help i think.
_________________ If you ever need help/training/tips etc just ask.
|
|
|
|
|
Zwidar
|
Post subject: Re: Starting area favors left over right Posted: Sat Jun 14, 2008 12:41 am |
|
Joined: Tue Mar 25, 2008 12:48 am Posts: 79
|
Quote: How the maps are made, with hexs' doe make it look like the left player has an advantage, but there is actually no difference, the player on the right just can see just as far, but it looks like less, because of the hex positioning on the sides. There is a difference and the left side does have an advantage. They can both see 3 tiles that wasn't the argument. When one side is one hex closer to the middle flux than another side that is an advantage.
|
|
|
|
|
jed
|
Post subject: Re: Starting area favors left over right Posted: Sat Jun 14, 2008 4:45 pm |
|
Joined: Tue Jan 08, 2008 2:07 am Posts: 1045
|
hmm yeah you are right. Ok I'll fix
|
|
|
|
|
gamezfreak13
|
Post subject: Re: Starting area favors left over right Posted: Sun Jun 15, 2008 1:53 am |
|
Joined: Sun Apr 06, 2008 12:40 am Posts: 58
|
Ah, i see, i took the wrong meaning form your post
_________________ If you ever need help/training/tips etc just ask.
|
|
|
|
|
Altren
|
Post subject: Re: Starting area favors left over right Posted: Mon Jun 16, 2008 11:46 am |
|
|
Lead Developer |
|
Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
|
jed wrote: hmm yeah you are right. Ok I'll fix I told you about it few days before and you said that there's no way to fix it. If we just reveal those hexes for right player he'll have larger revealed area at beginning. If you reveal those hexes and delete hexes on right corner everything will be fine except that map won't be "rectangular".
|
|
|
|
|
Zwidar
|
Post subject: Re: Starting area favors left over right Posted: Mon Jun 16, 2008 9:36 pm |
|
Joined: Tue Mar 25, 2008 12:48 am Posts: 79
|
Quote: If we just reveal those hexes for right player he'll have larger revealed area at beginning. Yeah, that's the one thing I thought of too when I was looking at the starting hexes. I'm not sure the right player being able to see that extra row would be an advantage, but it could be and so to keep it fair we'd want to avoid that. Only thing I could think of to solve that problem would be to add another row of hexes to the left players side along with revealing that marked row of hexes on the right side. That should even it up.
|
|
|
|
|
jed
|
Post subject: Re: Starting area favors left over right Posted: Tue Jun 17, 2008 2:57 pm |
|
Joined: Tue Jan 08, 2008 2:07 am Posts: 1045
|
|
|
|
|
|