Raskholnikov wrote:Industrial and Marshal,
Since you have commented on this project from its very beginning with lots of useful advice, can you please provide us, when you can, with a comprehensive list of all the game play issues you wish us to address, and indicate which ones you see as critical and which as desirable to change but not dealbreakers. This way we will know exactly what absolutely needs to be addressed and where we still retain some discretion in deciding what to change and what not to. Needless to say, all comments will be appreciated and carefully considered, as we have done so far.
Again, many thanks for your ongoing commitment to this project.
R, P, E
Ah dude... I hope this doesn't take too long, while I'm writing I need some thoughts on Cuban and Chinese Revolution and I'd appreciate it if you'd oblige...
So I'll start with the minor concerns and my last one is a biggy.
The bonuses seem fair, though Turkey could go up a notch.
The terrorists seem extremely powerful given their connectivity... I'm uncertain if its too powerful but I think you should consider how this is going to affect the regional bonuses. I think since most terrorists are on the borders, it might be ok because each regional bonus is being stacked on anyway.
My biggest annoyance is the +x for every y system that you've applied to the tankers and refineries. Personally, I hate sitting there and counting what a player has and doesn't have and that facet will play a large role in determining whether I play this map, as I imagine it will with others. Furthermore, this is already a complicated map and players without BOB, the majority I expect, will be at a disadvantage. It's a massively inconvenient way of allocating bonuses as it sucks up time simply counting and looking. The other concern is that they won't play a large role until later in the game, which for a map about oil, might not be desirable.
My solution, its not much better, but maybe making the bonus +1 per tanker and +2 per refinery and each with a capital. That way it keeps it simple because its one for one and it makes each tanker and refinery worth much more, making them continuously part of the game from early on and giving a player a quick shot to make gain some troops.
Revolts... I'd like to see -1 each turn. -2 is too strong of a deterrent against national bonuses.
Unrest areas... make them neutral 1. If they're -1 or -2, plus you have to fight a neutral 3... I don't think a player will ever take them. You want players to be somewhat mindful towards achieving a national bonus because each of these countries depicted are quite sensitive to maintaining their own national integrity.
Remove mongolia... i see no point in it being there as there aren't any other neutral countries on the map.
The big complaint is that nothing is defensible. If you want any bonus at all you're going to have to stack on every single part of it. look at Russia, 10 territories which are all border territories? Ukraine, 6 territories all of which are borders.... in fact... I see three interior territories on the whole map outside of the Middle East.
In fact, whoever drops near the Middle East capital has probably got the game.
It's not so much the number of territories. Looking at Napoleonic Europe I see its at 80 territories as well and I can balance that in my mind quite easily. BUT, all the bonus regions are usually at 4-5 borders, Russia is at 7. I'd favor some sort of emulation of the border arrangements on that map.
My verdict: I'd really favor a reduction in borders, which you can do without cutting territories. Reduce the borders and this map will be playable without becoming anarchy. Throw in mountains, treaty lines, change the territory configuration... whatever. But I think the most pressing issue is that nothing is defensible on this map and most games will be free-for-alls rather than games of strategy and calculation.
EDIT: I'm afraid I might have been too critical, so don't get turned off Rask and Pamoa. I do think the latest changes are a massive improvement and the theme is quite solid. The map has good gameplay concepts, loaning some ideas from Napoleonic Europe I see, and I think it can be quite successful if executed well. Like I said above, its the indefensible borders that is holding this map back.