Game 787: Narts, wonderhero in Moonbase Assault 2
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- After this game I realized I had a huge advantage with side 1 (left of map):
That 3 computers of right side, center of map, are too exposed so the left player can easy get some VPs and take a lead mostly if he has the first move.
The interesting thing is: because of walls orientation the top of map is for right side's attack and left side's defense and vice-versa for bottom of map. Posted by
wonderhero 15 years ago [Login to reply]
- This isn't one of my favourite missions so I have limited experience with it, but from the few games I've played I agree with most of what you are saying here. I wouldn't call it a 'huge' advantage, but I would call it an advantage. In a tight mission like this small things can make a difference.
I had originally thought this advantage was countered by the fact that Player 1 has so many computers compact into 2 rooms which could be considered a disadvantage if Player 2 get into these. But on the other hand this also means that Player 1 can focus their defence in these areas so maybe this is not such a disadvantage after all.
I suppose the only way to make this mission 100% balanced would be to make the 2 halves of the Moonbase an exact mirror image.
I also agree with your observation that in most of the games I've played, Player 1 (left side) tend to attack at the bottom, and Player 2 (right side) tend to attack at the top. Posted by
Deadlime 15 years ago [Login to reply]
- Thanks for replay.
I said 'huge' advantage cause if the left side has FIRST move in first turn, can throw one AP100 grenade and take the lead. After that it's enough for him to defense and waiting for the opponent player. Posted by
wonderhero 15 years ago [Login to reply]
- Making maps symmetrical doesn't guarantee 100% balance. In a turn-based game like this there is an inherent asymmetry because the guy who goes first has an advantage. (he gets to all the strategic spots first)
The biggest problem I can see is the low number of attacking routes which makes it seem this map favours defensive play too much. There's only three ways to get in to the enemy base and these are certain to be guarded. There's also nothing to penalise a player who simply camps in their own base doing nothing but waiting for the other guy to flinch.
The simplest way to fix this that I can see is making the walls destructible. This way the players could make their own attacking routes and it would be impossible for either side to save all their computers so they would be forced to go all-out offensive to get to the other guys computers first.
I guess another way would be to eliminate the large open space between the bases and make it one base with plenty enough routes to the other side that they can't all be effectively guarded. (something like the cyber hordes map from LS) Posted by
Stran 15 years ago [Login to reply]
- The walls must be unbreakable when is about computers. Don't forget the power of bombs and rockets.
I think the mission will be fine if will be some adjustments with that 3 computers from center and/or deployment zone and/or maybe some walls (position or orientation).
Like Narts said: the idea is to remove the advantage of the player who has the first move getting the strategic spots first or taking the lead. And this is available for any map. Posted by
wonderhero 15 years ago [Login to reply]
- I'll have a go at redesigning this mission map and see if that improves it.
Posted by
SteveSmith 15 years ago [Login to reply]
This topic has now been closed.