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Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 8:58 am
by Shards
I might add a similar trick to what Kresimir used in Cairo and add no-man's land to the rough desert on the sides of the central escarpments to highlight them. The inf will still be able to go there, but it will highlight to the player that it's a closed route.
I don't want to use the inaccessible borders as I'm interested to see if players will use the ability of Infantry to be secure from Tank assault in rough desert
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 10:18 am
by Shards
The visibility hit from the sandstorm makes MP games into quite nervy affairs!
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 12:19 pm
by uran21
Shards wrote:The visibility hit from the sandstorm makes MP games into quite nervy affairs!
Especially if anti-tank is owned by opposite player

British 2 pdr is no match to those German and Italian beasts.
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 12:31 pm
by Shards
Indeed! Regretting not taking a recon car as the Germans....
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 2:13 pm
by uran21
If you want to motivate players to use more tanks give higher Victory Point count for destroying infantry
No deep armoured penetrations for me this time, learned my lesson from Raseiniai.
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 2:32 pm
by Shards
How are you feeling about the scenario length?
Also, does anyone know if I can test for a player undeploying units, as it's really fscking annoying and I want to punish it

Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 2:43 pm
by uran21
Length is fine but I think going for 5th objective for instant victory is not worth it due to distance and need to have several unit as a group if hex is defended.
For disbanding practice I am not sure what would work but Check Unit Count and Unit Killed/Removed triggers are good candidates to test this.
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 2:58 pm
by Shards
Sadly, as I can't do a test against a variable in those situations, I don't think it's possible right now.
Might have to totally rethink this to avoid that exploit

Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 3:19 pm
by Shards
Length wise, 20 feels a bit too long for me, we're 10 turns in on both games and it feels like we should be looking to push for a finish from here rather than being half-way through?
The RP per turn feels about right though?
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 3:33 pm
by uran21
We are already 10 turns into it? Wow, how time passes
Between 12 and 15 would be just fine. Regarding RP I am starving in both games but this all depends on purchase options.
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 3:37 pm
by uran21
You could make central Flaged locations not to be settlements to prohibit purchase for both sides and award RP boost if player has rised flags on 4 locations to speed up final push.
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 3:39 pm
by Shards
Yeah, I'm the same, but I know that I'll get enough RP each turn to at least purchase a new Infantry if need be? Losses should have consequences after all
I'm thinking 15 turn is about right, and I'm going to have a look at better ways to add VP than unit destruction given that it's currently easily avoidable!
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 3:39 pm
by Shards
For the central locations, gameplay wise I agree.... but it felt odd to have an Oasis with no villages
Maybe liberal use of building decorations could solve that?
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 3:46 pm
by uran21
Shards wrote:For the central locations, gameplay wise I agree.... but it felt odd to have an Oasis with no villages
Maybe liberal use of building decorations could solve that?
Decorations would work just fine.
Regarding escarpments, I see edge clearly if area is controled by one faction but if there are boundaries (including neutral) and some units near by it is easy not to notice the edge. Especially in that Rough - Difficult - Desert terrain triangle.
Re: Multiplayer - Sandstorm At The Oasis
Posted: Wed May 23, 2018 4:06 pm
by Shards
An RP boost for holding a majority of flags is quite a nice idea.
If I drop the unit destruction VP's though, I think I need to find another secondary task for the players. Maybe some secondary VP that give income boosts whilst held (a la The Fork).
Re: Multiplayer - Sandstorm At The Oasis
Posted: Thu May 24, 2018 8:47 am
by Shards
I'm going to get this map to a 1.0 definitely though. It *feels* like a good map. I've had both despair and elation in my few games of it so far, often in the same turn!
Re: Multiplayer - Sandstorm At The Oasis
Posted: Thu May 24, 2018 2:17 pm
by Shards
Updated to 0.5
https://www.dropbox.com/s/mml0ger6y1yp2 ... 5.zip?dl=0
Removed VP from kills
Added bonus VP for holding 4 primary locations
Added capturable supply dumps for extra income
Slightly reduced income to compensate
Added an extra gap through the central ridgeway
Added inaccessible borders around the central ridges.
Added an aux engineer for both sides
Added a fourth random Mine option
Reduced turn limit to 15 turns
Re: Multiplayer - Sandstorm At The Oasis
Posted: Thu May 24, 2018 4:17 pm
by Erik2
Do you want to restart our battle using 0.5?
I would not mind getting a chance at proper purchasing

Re: Multiplayer - Sandstorm At The Oasis
Posted: Thu May 24, 2018 4:58 pm
by Shards
Sure.
Just resign the old ones. I've made a couple of new challenges for you
Ta
Re: Multiplayer - Sandstorm At The Oasis
Posted: Thu May 24, 2018 6:01 pm
by uran21
Amount of bonus VP for holding 4 locations is not stated when question mark clicked.