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Re: Greenland [D] - v22 on p1&12 › redone bonus structure

Postby the.killing.44 on Thu Apr 16, 2009 4:20 pm

Version 22 (Large) — Apr. 16th
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image

Version 22 (Small) — Apr. 16th
Click image to enlarge.
image

Updates:
  • redone bonuses
  • redone territories
  • nitpicks
To-Do:
  • revise XML with changes
  • sea route also decaying?

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Re: Greenland [D] - v22 on p1&12 › redone bonus structure

Postby thenobodies80 on Thu Apr 16, 2009 4:52 pm

We spent a lot of time talking about this map so i like to focus on undiscussed points...

I like the new look! and you know... ;)

Qaasuitsup +3
peary +2
tunu +3 (or+4)
qeqqata +2 (what a s***! :lol: )
kuja +3 (or +4)
sermersooq +4 (or +5)

Not agree with decaying on sea route.

I'm still confused about this:

to go with the dog sleds, how about putting in an inuksuk on each ice route to show the way?


the only solution is use a different prospective for dog sleds and inuksuk, but i don't know if they will fit very well on map.
But something to fill the empty space between ice route B and ice route C is probably required ;)

Good work, =D>

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Re: Greenland [D] - v22 on p1&12 › redone bonus structure

Postby captainwalrus on Thu Apr 16, 2009 5:06 pm

Why is tunu worth less than Kujalleq if they have the same amount of territories but tunu has one more territory to defend? kujalleq could be 3 and tunu 4. qeqqata seems to have 2 different fonts in the bonus inset, and it couls also probably be worth 3. This is progressing along nicely.



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Re: Greenland [D] - v22 on p1&12 › redone bonus structure

Postby Merciless Wong on Thu Apr 16, 2009 5:27 pm

This is looking great

Qaa 6 terits 3 to defend (1 ice route) +4 bonus
Peary 3 terits 2 to defend +2 bonus
Tunu 6 terits 3 to defend +3 bonus
Qeqqata 4 terits 3 to defend (1 ice route) +2 bonus
Kujalleq 6 terits 2 to defend +4 bonus
Semers 7 terits 5 to defend (1 ice route) +5 bonus

Synergies and forward defenses
Peary and Tunu
qeqqata with qaaa or kujaa
semers can set up a forward defense and become 8 terits 4 to defend (1 route)

I'd say semers should be +6
Tunu +4

Peary and Kujalleq are very strong but game is balanced for 3 players without changes to semers and tunu, balanced for more with further changes
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Re: Greenland [D] - v22 on p1&12 › redone bonus structure

Postby gho on Thu Apr 16, 2009 8:09 pm

If we use classic map to base the bonuses on, Kujalleq bonus is massive. Africa with 6 territories and 3 borders is worth +3.
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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby the.killing.44 on Thu Apr 16, 2009 8:50 pm

Current:
Qaat. = 4
Qeqq./what a sh*t! = 2
Kuja. = 4
Serm. = 5
Tunu = 3
Peary = 2

Averages of feedback: (rounding .5 up)
Qaat. = 4 + 3 ÷ 2 = 3.5 = 4
Qeqq./what a sh*t! = 2 + 3 + 2 ÷ 3 = 2.33 = 2
Kuja. = 3 + 3.5 + 3 + 4 ÷ 4 = 3.375 = 3
Serm. = 4.5 + 6 ÷ 2 = 5.25 = 5
Tunu = 3.5 + 4 + 4 ÷ 3 = 3.833 = 4
Peary = 2 + 2 ÷ 2 = 2

Version 23 (Large) — Apr. 16th
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Version 23 (Small) — Apr. 16th
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Updates:
  • changed two bonus values
  • nitpicks

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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby oaktown on Sat Apr 18, 2009 5:41 pm

this map is looking choice.

Bonuses are looking good individually, but some give me pause when you couple them. The worst is Perry + Tunu; +6 for nine terits with three borders. Across the map you get +6 for ten terits with five borders. At the bottom of the map you get +5 for ten terits with four borders.

Perry Land already represents the best potential start, but it also has the best expansion. I think adding a border connection between Ostgronland to Ymer Nunatak would give that player a little more to deal with, OR you could add half an ice route between the Ostgronland to the Ice Route B territory - the player could still knock the region down to three borders by taking the ice route.
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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby sailorseal on Sun Apr 19, 2009 8:23 am

Wow kill, I strongly dislike the new ice routes, put them back to the old ones that were fine. These are far too skinny.
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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby the.killing.44 on Sun Apr 19, 2009 8:35 am

sailorseal
Wow kill, I strongly dislike the new ice routes, put them back to the old ones that were fine. These are far too skinny.

Sorry, but the fact that the other ones were too wide was the thing everyone else agreed on. So, I'm keeping them.
oaktown
I'll be giving a border from Østgrønland to Ymer Nunatak, thanks for noticing that. Tunu stays at +4

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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby Merciless Wong on Sun Apr 19, 2009 5:04 pm

Alternatively, leave the borders alone and drop Peary to a +1. Weak starter, but with a powerful 2 continent combination of 3 points to defend and +5 , the 2 continent combination sounds like the US in Classic... balance.
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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby iancanton on Wed Apr 22, 2009 3:17 am

classic US doesn't have a bonus.

kapisillit is an inland region located directly east of nuuk. let it have no coastline, but a border with sermersooq instead, so that kujalleq becomes more difficult to hold (against the small neighbouring qeqqata bonus zone). move nuuk down slightly to give more room to qeqqata. we can then increase the bonus of 3-border kujalleq to a solid +4.

The settlement Kapisillit is one of the very few fishing and hunting communities which is situated inland. Kapisillit is beautifully placed app. 75 kilometres from Nuuk, deep inside the mighty fjord system of Nuuk.

http://www.nuuk-tourism.gl/database.asp ... ng&num=248

my suggestion of putting kangerlussuaq into qeqqata doesn't work. its current location is about two regions north of where it ought to be. this was obviously done because of the length of the name. if we do some renaming to include sisimiut (greenland's second-largest town) rather than itilleq, but keep qeqqata as a 2.5-border bonus zone, then qeqqata becomes a +3 bonus.

in conjunction with the new østgrønland to ymer nunatak border, the coupled bonuses in the south and west then become reasonable compared with the coupled bonus in the east.

i think, once all of this is done, we are in gameplay stamp territory. there does remain some renaming of regions and changing of borders to reflect the geography within each bonus zone, but this can probably be done without affecting the gameplay stamp.

ian. :)
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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby the.killing.44 on Wed Apr 22, 2009 11:39 am

iancanton
That sounds like a plan — though I do have one question. Do you mean Sisimiut bordering Sermersooq via a cross-ice territory (not decay ice route)? Or to also border something in Kujalleq, filling in that U area?

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Re: Greenland [D] - v23 on p1&13 › redone bonus structure

Postby iancanton on Wed Apr 22, 2009 12:05 pm

i simply meant renaming itilleq as sisimiut (and moving nuuk and sisimiut - the old itilleq - downward to their real positions), while making kapisillit border sermersooq. ice route c can stay, but we'll have to find another name for kangerlussuaq: perhaps ilulissat, which looks as if it's in the right location relative to aasiaat. we're nearly there on gameplay, so i'm not looking for radical gameplay changes now, such as new ice routes, unless someone finds an especially neat solution to something.

ian. :)
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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby the.killing.44 on Fri Apr 24, 2009 5:44 pm

Discussion with ian has led to Version 24 (Large), which should be the beginning of the end of the pre-GP stamp versions :)

Version 24 (Large) — Apr. 24th
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image

Updates:
  • moved sea route (with added note) and borders around (mostly Kujalleq)
  • chucked Kangerlussuaq
  • bonus changes
  • moving stuff around…
To-Do:
  • AIRPLANE GRAPHIC — will be up next version, which might be later or tomorrow …

Oh, and as a note: don't worry about the dots going into the circles (I was/am sure someone would/will comment on that) — the army numbers will cover them up ;)

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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby sailorseal on Fri Apr 24, 2009 5:47 pm

I honestly think the big is to big for a big map, I think just make it a touch smaller or no one will use it for it makes it hard for players to play quickly with the constant scrolling down
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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby saaimen on Sat Apr 25, 2009 4:26 am

I'm maybe being hard on you, but...
You have to change the minimap's southern layout aswell, now that Kujalleq has been reshaped.
I thought it would be in your to-do list, but it wasn't. Just wanted to make sure :)
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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby Merciless Wong on Sat Apr 25, 2009 7:53 pm

almost done - congrats!
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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby the.killing.44 on Sat Apr 25, 2009 7:59 pm

sailorseal
I honestly think the big is to big for a big map, I think just make it a touch smaller or no one will use it for it makes it hard for players to play quickly with the constant scrolling down
Ermm … no. They can use the small map if their monitor isn't big enough, that's what it's for. It's 40px under the width limit and nearly 100px under the height limit, so I think I'll just keep it as is …

saaimen
You have to change the minimap's southern layout aswell, now that Kujalleq has been reshaped.
Right right right.

Merciless Wong
almost done - congrats!
Thanks :)
——————————————————————————————————————————————————
New version up later or tomorrow — keep 'em coming!

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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby sailorseal on Sun Apr 26, 2009 12:16 pm

I would like to see the dotted line changed into something more creative. Maybe a fake icicle dripping down down to Nuuk?
I preferred the old background of the old center area, the one with the mountains, then you could wind the ice routes around the center mountains. I love the style and feel of this map.
I am not sure when Qeqqata became only two territories but I want to see more added back. A 3 territory bonus does not fit in this map.
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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby the.killing.44 on Sun Apr 26, 2009 12:20 pm

sailorseal
I would like to see the dotted line changed into something more creative. Maybe a fake icicle dripping down down to Nuuk?
Definitely not that. I'm adding a plane in, post that later.
I preferred the old background of the old center area, the one with the mountains, then you could wind the ice routes around the center mountains.
Meh, I didn't really like that.
I am not sure when Qeqqata became only two territories.
There are three.
but I want to see more added back. A 3 territory bonus does not fit in this map.
No, it definitely does. A map with only large bonuses is not a fun map in the least.

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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby sailorseal on Sun Apr 26, 2009 12:23 pm

the.killing.44 wrote:[
I am not sure when Qeqqata became only two territories.
There are three.

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I meant since when are there only three, I preferred more
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Re: Greenland [D] - v24 on p1&13 › plane graphic soon

Postby the.killing.44 on Sun Apr 26, 2009 12:24 pm

sailorseal wrote:I meant since when are there only three, I preferred more

Qaatsuipsut and Qeqqata essentially switched.

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Re: Greenland [D] - p1&14 › POLL=to airplane or not to airplane

Postby the.killing.44 on Mon Apr 27, 2009 7:25 pm

POLL is up. To airplane? or not to airplane, that is the question.

FYI: http://airgreenland.com/om_air_greenlan ... re/boeing/

WITH PLANE
Click image to enlarge.
image

NO PLANE
Click image to enlarge.
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Re: Greenland [D] - p1&14 › POLL=to airplane or not to airplane

Postby Merciless Wong on Mon Apr 27, 2009 8:41 pm

Should be fine. South America was 4 terits, 2 to defend. Australia was 4 terits, 1 to defend. Qeqatta and Peary are 3 terits, 2 to defend so its better than South America (1 less terit) but weaker than Australia (harder to defend).

Kujaleq and Qaasuit aren't exactly pushover continents either (3 to defend for +4 bonus)
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Re: Greenland [D] - p1&14 › POLL=to airplane or not to airplane

Postby samuelc812 on Mon Apr 27, 2009 11:48 pm

Plane looks good although red seems a bit weird on a predominantly blue map but it seems to work in a weird sort of way :)

EDIT: On second thought, it probably does look better without the plane, so if i was the mapmaker i would stick with the non-airplane attack route, but i can't change my vote :(
Last edited by samuelc812 on Tue Apr 28, 2009 12:27 am, edited 2 times in total.
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