What ????Wisse wrote:i don't understand how you make an alliance
Moderator: Cartographers
WidowMakers wrote:What ????Wisse wrote:i don't understand how you make an alliance
MR. Nate wrote:I love the skull now. I never had a major problem with it before, but it's awesome now. The black part is where he was killed. He met his demise via an axe to the side of the face.
WidowMakers wrote:We know. The skull stays as is. The black left side is called shading.
Nikolai wrote:WM, you're going to want to shoot me, but... regarding the new skull... I can't get past the feeling that the black shading on the left side is something growing on it, or tarred on, or something... not an actual part of the skull. I like the shape much better than the old one, but I like the clean white look of the old one better. Can you get rid of the black goop?
Zorg_rsk wrote:Firstly, Id like to say the map is awsome, and I realy look forward to playing it.
Secondly, I see the problem with the center controling all. However I don't think your current solution quite meets the problem. You put it that mind needs reason to equal itself out. However whoever controls mind, can control reason pretty easily with just 1 army there.
Heres my suggestion:
Keep it as it is, but make it so the back territory of each thought (ie. peace, conflict, revelation, ect.) can attack Reason (one way attack).
For one this is quite a fitting portrayal, as reason can be influenced by any strand. From a game point of view this means that the center is alot harder to take, as you have to defend both territories fairly heavily, splitting your defences and quite possibly leading to opponents being able to throw a negative 1 at you.
Thoughts?
dominationnation wrote:The map looks great but some of the territorys have hve of one color and have of an other. like freedom is that part of love, law, or both. same with exacution. is it death,law, or both
please explain
Coleman wrote:The thing with this map is mind just about controls everything (ain't that the truth? lol). If you don't give it a -1, and I noticed this with on paper testing, the player that controls the center and a slice can win the game easy every time as long as the rolls aren't too weird.
Samus wrote:Coleman wrote:The thing with this map is mind just about controls everything (ain't that the truth? lol). If you don't give it a -1, and I noticed this with on paper testing, the player that controls the center and a slice can win the game easy every time as long as the rolls aren't too weird.
This does make sense to me. King of the Mountains is similar in that the helipads can break up any bonus, so controlling all the helipads is the key to victory.
So this is my solution: make it -1 for each region held, basically the reverse of Alcatraz on the San Francisco map. This would apply to the regular regions, not the alliance bonus. So to start out, nobody gets a -1. But soon, you will have a choice to make. When you take your region, you can either leave Mind, or claim the benefits of it at a cost of -1. Since you've got a bonus region, this is a reasonable trade-off. If you get 2 regions, Mind is all the more appealing since it can now also act to consolidate 2 defensive points, but it will now cost you -2.
I think this is a good compromise, it applies the intended punishment to the right players, but doesn't hurt anyone at game start.
Sorry for the long post drought. I have had other things going in the real world.Coleman wrote:Samus wrote:Coleman wrote:The thing with this map is mind just about controls everything (ain't that the truth? lol). If you don't give it a -1, and I noticed this with on paper testing, the player that controls the center and a slice can win the game easy every time as long as the rolls aren't too weird.
This does make sense to me. King of the Mountains is similar in that the helipads can break up any bonus, so controlling all the helipads is the key to victory.
So this is my solution: make it -1 for each region held, basically the reverse of Alcatraz on the San Francisco map. This would apply to the regular regions, not the alliance bonus. So to start out, nobody gets a -1. But soon, you will have a choice to make. When you take your region, you can either leave Mind, or claim the benefits of it at a cost of -1. Since you've got a bonus region, this is a reasonable trade-off. If you get 2 regions, Mind is all the more appealing since it can now also act to consolidate 2 defensive points, but it will now cost you -2.
I think this is a good compromise, it applies the intended punishment to the right players, but doesn't hurt anyone at game start.
This is a freakishly weird idea. It could work I suppose. I wonder what WidowMakers is up to, I'd like to know what he is thinking about these recent suggestions.
I will fix thisunriggable wrote:There's a chunk of orange on the border of fact and something else.
WidowMakers wrote:BUT......That does not make any sense. The entire point of the -1 & +0 was to show that having a mind without reason is a BAD thing and applying reason is good.
So we basically have 1 final issue (As far as the posts are letting on) Do we change game play (-1 for Mind plus every thought controlled) and make the board not make sense from a philosophical sense. Or do we leave the -1 & +0 bonus (the current board) and deal with the disadvantage of a person starting with -1 (aka USApocalypse).
I vote for the second, keep the map as is and deal with the -1 potential at the beginning. I am not saying this because I don't want to redo anything, but because I think it is best.
Gilligan wrote:What is the "With reason" and "Without reason"?
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