Posted on 10/02/07 @ 09:49 PM (updated 06/27/08
A Pirate's Life
||The Conquerors 1.0c
|Number of players:
Arr, ye blubberin scallywags.
Lose ye ship or yer dock to the enemy, and yar gonna lose!
Take avast ye enemy ships or docks to be the victor.
Conquer the islands an gather up ye gold. Ye be wantin to raid the enemy's economy, yar.
Be shore to upgrade ye ships an improve yer economy with yar booty!
Now go and sink them landlubbers, yar!
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
looks pretty cool.
Looks good. ;)
[Edited on 04/20/09 @ 05:39 PM]
I've seen many multiplayer scenarios that repeat themselves. They are either "spawn-endless-amount-of-units-and-one-click-them-to-battle-to-slaughter-everyone"-maps or simple Build & Destroy style random maps with more or less modified terrain and couple of triggers.
This scenario, however, is completely different. Instead of having the focus on creating/managing masses of units you are given only a small amount of starting units and a limit to how many gold production units you can buy. You could think that the game is slow-paced and boring but this is not the case. In a game with equal skilled players you must never take the safety of your gold production for granted as enemies can easily annihilate it if you don't keep your eyes open.
Having gold as the primary resource you must think wisely how you spend it; on trade cogs or slaves for more gold production, on raiders to harass enemy gold production, or on ship upgrades/more warships to gain upper hand at seas. When spending too much gold on something, it can seriously decrease the other sections, which may cost you the game.
In the end, the management of your little "pirate empire" can be very entertaining.
Can't complain about anything here. The bases have no differences, every player has same starting units and equal amount of gold islands in equal distances with equal amounts of gold piles and equal amount of wolf guardians available.
As I said before, this scenario is totally different from others. It requires management of troops and economy like in random maps but in a smaller scale and in more interesting way. It holds much importance on the fight over the control of numerous islands that contain gold and non-player docks to trade with. In this aspect the scenario is unique.
Also, the theme about pirates, idyllic palm islands and six suitable sailor music pieces coming with the download build up an atmosphere that cannot be expected to be found in any multiplayer scenario.
Map Design: 4
The map couldn't suit the gameplay any more. I love the strategic fact that if you want to trade with docks further away you must also take the risk that they are attacked with higher propability as those waters will be closer to enemy bases.
Also, as mentioned above, the palm islands holding gold piles are a sight for sore eyes. But when you compare them to player bases it really hurts. They are rectangular, simple and ugly just like cheap suburban apartment buildings. With few visual changes they could've been made appealing. I couldn't help detracting points here.
Here I am disappointed. The scenario doesn't have a story of any kind, it doesn't provide any tips and the main instructions are insufficent. I had to find out ideal team settings and the reason why ship upgrades couldn't be bought by opening the scenario in the editor.
Thanks for the review, Powery! :)
Your story/instructions section is rated slightly wrong, though. A multiplayer scenario, according to the new review guidelines, cannot be deducted for having no story. Also, in the hints it tells you more things like 'why ship upgrades couldn't be bought'. But you are right, the instructions are lacking. I probably will add some send-chat tutorial things to help the player out if I ever get back to this map.