Moderator: Cartographers
DiM wrote:grey shields are better.
definitely add 1 more teritory but add it to the throne room not the tunnel.
this way you decrease the chance of someone getting the throne bonus from the first deployment. just add a horizontal line and split it in half.
regarding the wall i think theold system is better.
WidowMakers wrote:i agree. The older system is better. That is what makes the walls more strategic.
mibi wrote:WidowMakers wrote:i agree. The older system is better. That is what makes the walls more strategic.
here is what semus said about the walls, it seems to make sense to me
"I think you should reverse how the Outer Walls work. Meaning, they cannot attack outside the castle, all of those territories can attack them. So all the troops you put there are only for defense of the walls. To attack, you must climb down off the walls to the Gate, which is the only way out from the front. This both makes sense to me, and is a good balance between the great defensibility of the structure and difficulty attacking outward."
its easy to imagine having 20-30 armies on the wall in defense, and then all those armies just breaking out into the surrounding lands. with the current system the armies would have to go through the gate first.
WidowMakers wrote:mibi wrote:WidowMakers wrote:i agree. The older system is better. That is what makes the walls more strategic.
here is what semus said about the walls, it seems to make sense to me
"I think you should reverse how the Outer Walls work. Meaning, they cannot attack outside the castle, all of those territories can attack them. So all the troops you put there are only for defense of the walls. To attack, you must climb down off the walls to the Gate, which is the only way out from the front. This both makes sense to me, and is a good balance between the great defensibility of the structure and difficulty attacking outward."
its easy to imagine having 20-30 armies on the wall in defense, and then all those armies just breaking out into the surrounding lands. with the current system the armies would have to go through the gate first.
If you have seen LOTR Two Towers then you have seen the battle of Helms Deep. In that battle the walls can attack anything but the grounds surrounding the walls can only attack up the ladders they put there. That is what I envision every time I see this map or any other map people have suggestted having to do with a castle and attacking it.
Marvaddin wrote:Im busy lately, so Im not reading all the posts, I will coment based on the last map picture on page 8.
About the graphics, Im liking the improvments. I just still really dislike the Plains texture... I still think its like a desert. The midlands one would fit much better to Plains. Or we could use some crops, etc... or change the name to desert.
Also, I like the torchs under ward numbers, but they could fit better in the tunnel, maybe?
About the shields, good idea... but shouldnt we have 2 shapes of shields? One related to castle and one to outlands?
Marvaddin wrote:About the playability:
Once the walls cant attack, its more realistic. However, still some things to discuss.
1st, the castle is still a bit strange...
- if its a fortress (not a castle), why do we have a throne? And why is it in the center of the hall? Its too big, too... Once its only a single territory, wouldnt need the number 1 anyway.
- im also up to reduce a bit the hall number of territories
- the ward continents are wasted. I would really join some territories and have a single continent there. As they are now, bonus of 2 for 4 territories, but with 3 and 4 borders...
- isnt strange that the inner wall have more territories than the outer wall?
Marvaddin wrote:2nd, other lands.
- I assume those wooden paliƧades (forest camp) block attacks, right?
Marvaddin wrote:- The forest is still a good place too... together with the wooden camp, then... 6 territories, 3 borders, for a bonus of 5!
Marvaddin wrote:- The leader of the other camp, however, is near to a great wasteland... maybe would be good to balance the bonuses, but also a small continent there... it could be Plains 3, 5, 6, and 7, for example, and the remaining plains territories could join the midlands.
Marvaddin wrote:- About the midlands, also completely wasted... and there is not much to do about without a river... Instead of place the river in the west, where is much less needed, a river could be placed to south of Swamp 1, 2, 3 and Midlands 4, 5, 6. You could also put a waterfall near the tunnel exit, as if it was "hiding" it. Some bridges over the river, however, would be useful.
Marvaddin wrote:- The camp + gate bonus is also very very high. With the wooden camp, for example, it would be +6 to defend 4 territories.
Pro_Snowboarder wrote:For the balance issue in tha camps, you could move the bridge that conects the river camp 1 and plains 7, to connect river camp 3 and plains 4. Then it is equal distance from the gate as the foarst camp, and the second exit is also the same as the other exit from the foarst camp.
oaktown wrote:i understand the tunnel change and I agree that something needs to be done, but i liked the simplicity of one entrance on either end. And you have to figure the game won't be as simple as whoever has the great hall has the outer walls - now whoever has teh out wall can just by-pass the inner walls to get there, if they even care to get there. This change just does to the inner walls what the original tunnel design did for the entire castle.
oaktown wrote:What if the tunnel didn't go as far as the great hall at all? What if it only went to the east ward? Then you'd have your tunnel to break in/out, it would have a single entrance and exit, and it wouldn't compromise the defenses of the great hall.
oaktown wrote:I like the throne + walls bonus, but I actually don't think the throne/great hall is worth enough to start with. As it is now I'd rather start by going after the forest, which yields a better bonus than the great hall yet has fewer territories, and is much easier to defend.
mibi wrote:sully800 wrote:Also- someone mentioned earlier that you should get rid of the 4-way corners but you never replied and they still exist. I am referring to the corners between 2345 in the midlands and 1256 in the midlands. 4 way corners make it unclear if the diagonal countries can attack, and since those borders are made up it will be very easy for you to fix.
it doesnt seem to me that one would think they could attack in a diagonal. but i can reduce the 4 ways if people suggest it so. the 4 ways on the continent borders reduce the exposure making it easier to hold however.
Users browsing this forum: No registered users