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Alternatives for SEAD, MEAD: 2024-05-27 23:17:08

(deleted) 
Level 63
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Both those templates have the same fundamental problem of auto-picks instantly deciding the game.

The main objectives of them is to be beginner friendly (auto-dist, simple settings) and being played on a small map (fast games).

For random starting positions to make less of a difference, all bonuses should take a fairly similar number of turns to complete or have bonus values adjusted accordingly so that picks aren’t instantly winning or losing.

One idea I have is to break the larger bonuses of the maps down into smaller ones, but it’s up to the map makers to do that.

For a different map altogether, United States (by Troll) is a possibility. The map itself isn’t perfect (has tiny territories and bonus borders aren’t neat), so might need modernising. For an example template of it see https://www.warzone.com/MultiPlayer?TemplateID=1528932.

What template suggestions do you have?
Alternatives for SEAD, MEAD: 2024-05-28 01:25:17


alexclusive 
Level 65
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Auto RoR 3v3 is auto dist without usually instantly deciding the game, but that's due to the large map and large number of picks distributed. I also don't think idlers will like it. What about Greece Auto Dist, the MTL template?
Alternatives for SEAD, MEAD: 2024-05-28 04:00:17


l4v.r0v 
Level 59
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there's maybe a simple mod you could do to have auto-disty behavior (very little intel on your opponent) without having auto dist - just shuffle the pick order. that way getting your 6 tells you nothing more than getting your 1, but you don't instalose on picks unless the board just sucks
Alternatives for SEAD, MEAD: 2024-05-28 10:49:06


Bring * back! ⌛sucks! 
Level 62
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The point of MEAD was to limit the luck factor auto distribution creates. Most games are not decided by distributions. On MEAD, if you start in bad bonuses, you must attack (prevent enemy from completing bonuses). The template helps you with that: the map is well connected, so you are likely to reach enemy in time. You also have sanction card, which decreases the advantage of owning a bonus. When you start in bad bonuses, you get the compensation of intel: you know what you have to do. If you start in good bonuses, you don't know from where the enemy comes. There are still some bad distributions (The Wold vs Gao of Rohan is a massive advantage), but most of the time the board is fairly balanced.

On your map, bonuses are fairly balanced, but the luck factor is moved to blind counters. The strategic value of MEAD and SEAD is that you get information from distribution (where enemy isn't), you have to analyse which enemy spawns are dangerous to you and play accordingly. There are also chokepoints (North Africa) which add depth to the map. Your map throws that out of the window. The map is far more focused on tactics, tricks and brawl, rather than strategy and map knowledge.
Alternatives for SEAD, MEAD: 2024-05-28 10:55:32


Bring * back! ⌛sucks! 
Level 62
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Also, what is the problem with template having a chance of producing lost/ won distributions?
Alternatives for SEAD, MEAD: 2024-05-28 11:09:58


Cicero_ 
Level 63
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I being trying MEAD I can say is not like SEAD. starters are relevant but not determinate the winner in most of the cases
Alternatives for SEAD, MEAD: 2024-05-28 16:39:50

Rento 
Level 61
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One idea I have is to break the larger bonuses of the maps down into smaller ones, but it’s up to the map makers to do that.


Someone already did that and it's a fantastic map for small FFAs, although a bit ugly: https://www.warzone.com/Map/30580-Small-Earth-Advanced
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