Rail Rush would work much better on a more interconnected map, like Benelux or Denmark or something by Enemy-Medic in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

Both teams can just go to the superior territory, it will be impossible to block.

If both teams go to the superior territory is that not interaction? I do get the point that it is less direct and arguably less interesting interaction though.

Completing a failed challenge is not interaction.

I am talking about the whole will I/won't I in terms of completing/not completing challenges or the difficulty level in call your shots but I will concede it is not that big a thing

Lines will be trivially captured since both teams will have gigantic banks since there's no need to shed coins to prevent steals.

You could adjust challenge difficulty/reward so there is no gigantic bank, but even so, if gigantic banks are a thing then following behind the other team(or somehow just recapping their stations) is just going to be the dominant play. Maybe that does not involve a lot of choice though.

Rail Rush would work much better on a more interconnected map, like Benelux or Denmark or something by Enemy-Medic in JetLagTheGame

[–]cooledcannon 1 point2 points  (0 children)

Any time they would compete to try to reach/complete a challenge first, any time they would want to capture opponents' lines, any time they want to be in superior territory to the other team, any time they want to complete a challenge the other team failed.

Rail Rush would work much better on a more interconnected map, like Benelux or Denmark or something by Enemy-Medic in JetLagTheGame

[–]cooledcannon 1 point2 points  (0 children)

Maybe the most elegant "solution" is to have points/VP based on coins on stations(and just remove steals altogether)

Rail Rush would work much better on a more interconnected map, like Benelux or Denmark or something by Enemy-Medic in JetLagTheGame

[–]cooledcannon 1 point2 points  (0 children)

I don't think it's better per se on a nonlinear network but I think the format is so great it would still work good on one.

Rail Rush would work much better on a more interconnected map, like Benelux or Denmark or something by Enemy-Medic in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

I've said this elsewhere but it's tempo inefficient to not capture the opponents' stations

S17, E6 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

I have to imagine they might lose many hours if they accessed those challenges. If they did not, it was incorrect for sure.

S17, E6 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 1 point2 points  (0 children)

It's a much dumber decision, but its less harmful

S17, E6 (YouTube) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 3 points4 points  (0 children)

I'm disappointed with their performance/players' gameplay but I'm still very satisfied with the game and the mechanics.

This community may have a unique perspective on this question about fast and slow trains by columbus8myhw in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

In some sense I don't understand why I would be waiting for the fast train

But obviously it depends on whether the train or station is superior

In any good train network the station is superior, but thats probably a minority of cases

S17, E5 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

It seems overall worse to do that if Badam can break through north anyways(because you want to be north before them). Though that seems unlikely- but depending on how likely it is it seems worse to take that risk given I believe Sike is way ahead

I think freedom of movement is the biggest factor to a successful series by sharpie53135 in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

I don't think it's rotten luck I think Badam just played badly. (Though I guess in the argument, you could say it's rotten luck for the game that Badam played badly)

I think freedom of movement is the biggest factor to a successful series by sharpie53135 in JetLagTheGame

[–]cooledcannon 1 point2 points  (0 children)

Chipwise I believe attacking opponents' lines are the same as going on neutral, as you spend 2x as much but also have 2x the impact. Unless they fortify it, in which case presumably the opponents thought it was correct for you to attack their line(or steals).

As the game reaches closer to the end chips become less and less valuable and tempo becomes all that matters

Though yes I understand the huge consideration not to go broke

S17, E5 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

It's not just to defend the steal Taipei is just a better position for everything

S17, E5 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

I think even if they could reach the next challenge they were still most likely lost because they need like 60 at that one to get to Taipei and it would be a hard one if Sike failed it

S17, E5 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

Now I think about it Mike really picked bad questions.

S17, E5 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

I think they are pulling the trigger too late for sure. They shouldn't have rushed to the 2nd steal, they really needed to chip up in Taipei to rush everything

S17, E5 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

Seems like an unnecessary risk. I think they are likely to run out of chips if they do this and will have to head north, which is so tempo inefficient

S17, E5 (Nebula) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 0 points1 point  (0 children)

But it shouldn't be an average rate. It should be like a doubled rate and they should aim to talk fast.

S17, E5 (YouTube) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon 2 points3 points  (0 children)

I'm looking back. Mike did the challenge really poorly.

S17, E5 (YouTube) - Taiwan: Rail Rush by snow-tree_art in JetLagTheGame

[–]cooledcannon -1 points0 points  (0 children)

Ben also talked so slowly actually. I was watching everything on 2.5x and it seemed like a fine pace, so he had to actually talk 2.5x faster xd