i dont agree with tosa in full on this one; at least not as originally stated in the GD forum. first is the scale of it all...3 tiles for red and 6 for orange? that's 9 tiles all the way around the map. the current small maps are only 20 x 20. that leaves a 2 x 2 tile area left to actually play in. even on the larger maps, taking away 9 tiles all the way around is going to be a big loss of playing area. and secondly, i really dont like the idea that a given area must be flat. 6 forced flat tiles all the way around the play area? no, i dont see it...and dont want it.
the idea of a zone that you can click into and then be forced out of does make sense given the current limitations on borders, however. but i'd do one tile red, and 1 tile orange if i were going to do it and no more.
it is also possible for map makers to simply make current red zones impassable ...completely. i made one a while back just to tease elmo with, so i know it's possible.
a large red zone and a large 'orange' zone are simply adding to the problem, in my book. you are simply expanding the area of weird rules in topography, not eliminating it.
i dont really have a problem with red zoning and almost never have. once you learn how to get into the current red zone and defend against it, then it's just another part of the game play. most dont use the red zone at all anyways, so why this unusual solution to it? you see? you can argue that having only 1 red zone tile and 1 orange zone tile would allow more corner camping, but it wouldnt. if one can get into a corner, one is still going to be booted out of it by the orange and red zones. in fact, i could see getting rid of the red zone tile completely and just using 1 orange zone tile or at most, two. so some bright person is going to see that by having 2 orange zone tiles that there could be maps where a person could walk the length of the map in the orange zone completely hidden...walk a whole army down it. yup. you could, but guess what, that happens in real life battles anyways. and someone else might see that having only 1 orange zone tile would allow for a corner camper, but guess what, i can make maps that allow for this anyways, and not just in the corner.
ok, so i guess my disagreement isnt in the orange zone idea itself, but in its size and forced flatness...too weird. too unusual. and i certainly dont want to have to make 3 tiles of dead space, red zone 'scenery' that has no play value whatsoever...wasted space in an already too small map area.
btw, happy birthday, tosa! we love ya, bubba :)
K.
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The only absolute is that there are no absolutes.
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