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World Cities: Moscow Highways [D]

PostPosted: Wed Apr 06, 2011 10:24 pm
by ISN2
Map Name: Moscow Highways

Click image to enlarge.
image


Game Play: These are the highways of Moscow. The names of those highways are changed to something else just to fit the game-play and bonuses. Players will start normally with territories of 3 armies divided between them. Any circle on on any highway is a territory and is connected to next territories on that highway or connected highways.

Example: GRN 12 Is Connected To > GRN 13, GRN 04, GRN 08, GRN 11, BLE 04

Re: World Cities: Moscow Highways

PostPosted: Sun Apr 10, 2011 1:38 pm
by TaCktiX
It's clear enough to figure what each bonus is, and the concept is different enough from the various Rail maps we've got to let it stand on its own.

Re: World Cities: Moscow Highways [D]

PostPosted: Sun Apr 10, 2011 1:53 pm
by Victor Sullivan
Oh, I kept meaning to ask, what is your reasoning behind the color divisions?

Re: World Cities: Moscow Highways [D]

PostPosted: Sun Apr 10, 2011 8:00 pm
by ISN2
Victor Sullivan wrote:Oh, I kept meaning to ask, what is your reasoning behind the color divisions?

If I wanted to use the real name of highways then it would not give me a a nice game play since these highways are all in different directions and there would be like 30 different names, if I wanted to use real names and use colors to identify bonuses then it would be un-clear and hard to play and merging names into each other would be showing wrong info on the map, so I preferred to use some fake names on highways that would fit the game play and balance bonuses as more as I could ...

Re: World Cities: Moscow Highways [D]

PostPosted: Sun Apr 10, 2011 10:42 pm
by Victor Sullivan
ISN2 wrote:
Victor Sullivan wrote:Oh, I kept meaning to ask, what is your reasoning behind the color divisions?

If I wanted to use the real name of highways then it would not give me a a nice game play since these highways are all in different directions and there would be like 30 different names, if I wanted to use real names and use colors to identify bonuses then it would be un-clear and hard to play and merging names into each other would be showing wrong info on the map, so I preferred to use some fake names on highways that would fit the game play and balance bonuses as more as I could ...

Okay, but I meant, how did you determine what territories be what color? I'm trying to understand why you divided up the highways the way you did.

Re: World Cities: Moscow Highways [D]

PostPosted: Sun Apr 10, 2011 10:57 pm
by isaiah40
Okay, I really only see one major problem. The green bonus you have at +6. You have 12 territories, with only 4 territories being the necessary to hold to keep the bonus. This will give a player +10 for only 12 territories, which is really unbalanced. In contrast the Blue bonus is +4 with 11 territories and only needing 3 territories to keep it.

My suggestion is to put in a couple of extra roads (yes I know that it won't be totally correct) so that the bonuses will be harder to hold. i.e a road that connects the green and blue outer parts so that you will need to hold more territories to defend. In this way the green bonus may be able to stay at +6, but you need to add more connecting roads. My suggestion would be to connect grn1,6,9,& blue1. Also connect blue 5,10 and orange 1 to make those bonuses harder to hold and to make it a little easier to move around.

Also connect DGR1 with red03.

That's all I have for now, so if you can do these adjustments, I'll take another look at it.

Edit: I forgot to ask. Are you planning on having any stating neutrals, if so can you please place them on the map. Also do you plan on having a winning condition or a losing condition?

Re: World Cities: Moscow Highways [D]

PostPosted: Mon Apr 11, 2011 1:05 am
by ISN2
Victor Sullivan wrote:Okay, but I meant, how did you determine what territories be what color? I'm trying to understand why you divided up the highways the way you did.

Well deviled them somehow that there be a main hard to hold bonus while there are other bonuses around and the small and big bonuses are in all directions, so no side (like west) with only small or big bonuses.

isaiah40 wrote:Okay, I really only see one major problem. The green bonus you have at +6. You have 12 territories, with only 4 territories being the necessary to hold to keep the bonus. This will give a player +10 for only 12 territories, which is really unbalanced. In contrast the Blue bonus is +4 with 11 territories and only needing 3 territories to keep it.

My suggestion is to put in a couple of extra roads (yes I know that it won't be totally correct) so that the bonuses will be harder to hold. i.e a road that connects the green and blue outer parts so that you will need to hold more territories to defend. In this way the green bonus may be able to stay at +6, but you need to add more connecting roads. My suggestion would be to connect grn1,6,9,& blue1. Also connect blue 5,10 and orange 1 to make those bonuses harder to hold and to make it a little easier to move around.

Also connect DGR1 with red03.

That's all I have for now, so if you can do these adjustments, I'll take another look at it.

Edit: I forgot to ask. Are you planning on having any stating neutrals, if so can you please place them on the map. Also do you plan on having a winning condition or a losing condition?

Here is one with your adjustments:
Click image to enlarge.
image

Re: World Cities: Moscow Highways [D]

PostPosted: Mon Apr 11, 2011 2:35 pm
by Victor Sullivan
isaiah40 wrote:Okay, I really only see one major problem. The green bonus you have at +6. You have 12 territories, with only 4 territories being the necessary to hold to keep the bonus. This will give a player +10 for only 12 territories, which is really unbalanced. In contrast the Blue bonus is +4 with 11 territories and only needing 3 territories to keep it.

My suggestion is to put in a couple of extra roads (yes I know that it won't be totally correct) so that the bonuses will be harder to hold. i.e a road that connects the green and blue outer parts so that you will need to hold more territories to defend. In this way the green bonus may be able to stay at +6, but you need to add more connecting roads. My suggestion would be to connect grn1,6,9,& blue1. Also connect blue 5,10 and orange 1 to make those bonuses harder to hold and to make it a little easier to move around.

Well, what if he just cropped the east and west sides of the map a bit? That would reduce the territory count, and therefore, the territory bonus, for those bonus areas and it wouldn't require any fake roads.

Re: World Cities: Moscow Highways [D]

PostPosted: Mon Jan 16, 2012 10:23 am
by ViperOverLord
I like this.