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Maps & Scenarios Battlegrounds and scenarios |
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#37
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I am for the random glyphs, but can also see some boards having set glyphs.
For me when I say random, I mean random, you don't get to see the glyph till you land on it, then you turn it over. I just like this style. Also if you have 4 glyphs in the pool and only use 2, your not sure what they are till you land on it ( and not sure what is not there also ). If you use curse, then turning it over before the game starts kinda defeats the purpose of it. Lots of good points being thrown out IMO. I was planning for my next tourney, that I would have the people in the play-offs roll a 20 and the highest roll then rolls a numbered dice to see what board they use ( if 4 boards then a 4 sided, if 6 then a 6 ) - jut an idea I had to make it more random for next time. If your using random glyphs then you build your army more around the boards then around the glyphs, since you can't count on a set glyph or a glyph in a certain spot ( I need MBS, for the move 8 to get to this glyph first, or something like that ) Heroscape - The Game I Have Waited My Whole Life For! GenCon - a must for any true Scaper! |
#38
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Yes, IMO, identifying and/or verifying the placement hex for the glyphs are more important than the glyphs themselves. I feel it is about providing a service to the event coordinator to have the maps reviewed and tourney play recommendations made. Maybe that is beyond the scope but I do feel it is important to take into account the varying styles and numbers of glyphs that can or might be used for a any map we want to recommend. We cant very well say yes this map is worthy but we only recommend it without glyphs or just one glyph or only with a healer on it. We need to be able to recommend a map with the expectation that it is flexible for a number of different styles of tourney play. On Forsaken Waters for example, if only one glyph was to be used, the hex where the glyph of Astrid resides is the most optimal single glyph placement spot. I feel like this issue will be ongoing. We need to either broaden our scope to concern ourselves with these things or we need to back off it and say that we will only review and test a map in its presented form. If the map designer has the glyphs in a jacked up spot but the map otherwise would be balanced, maybe we just have to say nope the glyphs/glyph placement jacked up an otherwise good map, so it is not worthy. BTW, Cornpuff makes a great point about glyphs favoring squads but glyphs are a reality of Heroscape and most tournaments. We need to honor that game mechanic and provide an all encompassing service when recommending maps. |
#39
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I'm totally confused by this thread. I thought it was about map designing but it seems as if it keeps going off track into the realm of event hosting. I think that if this project is going to be of ANY value the focus needs to stay on good map design as a resource for event coordinators. Build good maps and let the event hosts decide how best to use them.
“Heroscapers is too old for that crap.” ~IamBatman "Hahahah! You losers! I told you so!!" ~Clancampbell |
#40
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I alsways place glyphs in at least a semi vulnerable spot, but more often than not, they are in the most vulnerable spots on the map.
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#41
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“Heroscapers is too old for that crap.” ~IamBatman "Hahahah! You losers! I told you so!!" ~Clancampbell |
#42
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#43
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“Heroscapers is too old for that crap.” ~IamBatman "Hahahah! You losers! I told you so!!" ~Clancampbell |
#44
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When the map is used later within a tournament setting, it will be up to the tournament director to decide what glyphs will or wil not be used. UPC's Heroscape Strategy Blog (and whatever else the Muse sends my way...) |
#45
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Mark suggested glyph locations on the map with the ? symbol, and leave it at that. As for the 24 hex requirement, I like it, sort of, but perhaps allow a range of 18-24. This would allow people to select maps that they want to use that have the correct number of starting zones for their needs, but not eliminate an otherwise very good map. I can't believe I hadn't read this thread sooner. |
#46
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We are trying to generalize at first, then specialize later. A 24 hex starting zone should be able to handle anything from a 400-700 point army. I see a trend for army sizes to start growing larger rather than shrinking. If, at a later date, there starts to be a push for "micro" maps (200-400) then we can adjust accordingly and begin to specialize the tournament maps. Yes, some very good maps will be overlooked because they cannot be modified to have 24 hex starting zones, but I don't see why that is a problem. We are going to vote in very good maps with 24 hex starting zones. Does that lessen the value of the less than 24 starting zone maps? We are establishing a service to the community, albeit very slowly currently , and we need to keep it simple at first. If the community does deem this map selection process as a very valuable tool and begins to demand specialization then of course we will ablige. UPC's Heroscape Strategy Blog (and whatever else the Muse sends my way...) |
#47
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But, a TD could always add acouple hexes to the back of an 18 to make it a 20 like at the TTO. Or, they could add a couple more to the 20 to get it up to 22 or 23 or 24 or 40. Whatever they want.
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#48
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UPC's Heroscape Strategy Blog (and whatever else the Muse sends my way...) |
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