Rise of The Empire Senate v2
This Is my senate version 2, which changes that old p8 because people didnt like that. I also added in some small things, so its better.
|Clone Campaigns required?:
||Role Playing Strategy
|Number of players:
|Author||Reviews ( All | Comments Only | Reviews Only )|
I loved the playability and all the choices you had in this map! It also emerges you in functions like trading to survive, being able to create a unit native to your planet, and other things!
The senate did not have any over powered units, and the other players had a possiblity to defeat the senate.
This senate has more creativity than a lot of others I have seen. There are so many things to do in this senate, that so many other senates dont have.
Map Design: 4
The map design was good, but couldve been better, like the map design of Seacker senate.
I understood the instructions and things, but they could have been clearer
This is an excellent senate to play if you want to go try something fun and exciting, something that has more of a roleplaying stle to it.
The map basically works fine. I didn't notice any massive bugs or glitches that ruined the game. It was pretty basic and to the point. I liked that there were few super units.
The main problem was all the cheap triggers. There were various "spawners" accessible to specific players for creating units. INFINITE units. FOR FREE. I understand that in the past the senate has been known to have spawners of this nature. (IMO it's a flaw most maps suffer from) But in this case, whoever get's specific planets can have AS MANY of 1 type of unit as they want! That's simply not balance.
What's more, when I initially complained to the builder about being able to construct infinite "quarren"s on kamino, he seemed to think it was IMPOSSIBLE to limit a spawner, or even make it cost money. That was a while ago and I'm sure he's figured it out since then, but that's basic triggering...
Whoever plays as the rebels/mustafar gets infinite cruisers and... everything else. How is that creative and interesting again?
First of all, this was NOT the first map to have a "public enemy" to fight the senate. I've seen at least 2 maps which use the same exact idea, though I admit it was done better in this version. That said, the rebel idea was interesting, but it could have been much better.
The tractor beam was a fairly unique idea. Too bad it sucked... I mean, what exactly was the point? Usually this senate begins with everyone shouting at the host to turn the tractor beam off so everyone is free to move about. Apparently the players are meant to "call" their planets before the tractor beam is released. Then the host deletes a tower to enable those planets to be bought. (a system fresh out of Seacker's senate) Naturally this causes all kinds of chaos when we find the traditional "I called that planet! The host opened it for ME!!! >:O - 2 bad I got here first! xP"
It's even better when the host doesn't know HOW to turn the tractor beam off or give planets! - but we'll get to that later.
The job system...
I'll be the first to admit I've seen worse. The problem is, some jobs made sense, and some really didn't... Who gets what job is determined by who gets what player number:
player 2 gets a mine for both ore AND nova.(heyyy... ;O)
player 3 gets a prison, some dark troopers and a flying unit - which can be used to kill off other players before they even leave coruscant.
player 4 gets a pitiful cantina and some extra workers trapped in a poorly constructed "pit"
player 5 gets a "vallet" - Oh I get it, the kind that would park cars... if there were any...(wtf?)
player 6 gets a "champion fighter" - a super unit who can pretend to fight imaginary monsters that usually either don't attack him or just don't put up any sort of fight. He can also be used to screw the game up with his super power and hit points.
player 7 gets "The Chosen One" - a super Jedi with medics and an EXTREMELY tough transport.(and probots???)
player 8 gets some random mechs - Oh I get it they're taxis... with blaster cannons!
Like many senates, this map implements the nonsensical "meeting" triggers - which are basically announcements about what is happening.
I've actually heard people praise this map because "You can vote in it!8D". Um, what? Surely these people can't be referring to the joke of a voting system I found. 2 triggers are in the host's control area that announce "the senate has voted in favor of your proposal and the opposite. So... where was the voting? If the host decides whether a proposal passes or not, that completely defeats the purpose of voting... I have seen maps where players can manually vote by moving their senators to one of 2 posts. I saw no such thing here.(though maybe it's there and it was just never explained by the instructions)
There's also some proposal ideas: like whether or not the senate thinks we should become "the empire" or "the confederacy"... which demonstrates pretty clearly that this map doesn't understand what either an empire or a confederacy actually IS.
In fact, most of the meeting triggers are utterly pointless. They don't ACCOMPLISH anything that a host can't simply by chatting. The exceptions are "emergency powers" which allows the host to build infinite mechs...(again something the HOST determines, not the players) >.<
By the way, if you're trying to make kamino look suspiciously similar to Seacker's, the least you can do is have it in a different corner of the map...xD
Map Design: 3
Not bad. Nothing special but not bad.^^
The instructions don't explain ANYTHING to the host about how to run the senate triggers... it's also a little counterintuitive to not have ice next to trigger posts so the player knows precisely where their unit is supposed to step for the trigger.
Overall, this map isn't bad, but it needs a little bit of a lot of work if it's going to be GOOD.
PS: there's a little white lie in the credits:"584 triggers used to make this map" I counted about 150...
(or does whir count each individual effect as a trigger?)
[Edited on 04/06/11 @ 04:47 PM]