oaktown wrote:Alright, haven't read all of the recent feedback, I'm just going off the map itself so apologies for any repetition.
Things I like:
• fewer cable cars.
• helipad changes.
• the open play in the "Inns" - could be fun and bloody in there.
• Kontrollturm being able to knock out previously protected positions.
Good.
oaktown wrote:Things I am less pleased with:
• units who start in the airport have to go all the way back to town to actually engage the airport, unless I'm missing something.
yes. as said previously in other feedback, i have watched several games in current play including my own games, and one thing that comes easily from the current play is that one person gets a hold on the airport terts and gets those bonuses quickly. I didn't want that to happen, so i change it so you have to go all the way to town and fight your way back, at least with the reduced starting bonuses that may change at the airport in future with two lots of 6 neutrals to beat before you can get a chance to have an attack on at least half of the other players.
• Kom Wilheim being shoved into the edhge of the map like that - I missed it completely at first look
I think it is a fitting position, although i will probably modify that area thinking about it so that Wes and Hans have easier access to the Militärlager.
• many borders are still kind of confusing; airport is very busy now, and the attack routes into AA are so small it will lead to some confusion. You may as well open up the AA doors more to make the attackable border longer, especially on the side with three attack routes.
For AA - remove a few bricks/sandbags.
• "AA bombards bordering positions only" seems like an over-reaction to the previous problem of the guns being too powerful... what if the AA gun was outside the town, able to hit the new road (P1 through Bs5)? This would equate it to AB and force players to consider the cable cars as an alternative to the road.
OK, seems like a plan.
• I am uncertain as to how the road enters the castle... through Wache Tomas? It's unclear, looks like there's an extra un-named territory, and gives Tomas an advantage.
yes, that's goign to be changed so that the entrance is through a neutral tert.
• Taxiway now serves no purpose, as you can bypass it and go straight from the hangar to the runway.
simply forgot a border there, fixed.
• Likewise, why would the Markt and Holzwhatever territories ever come into play in a game? They are costly to take and don't go anywhere.
They are part of the Das Dorf overall bonus. As such it might be beneficial for someone to take if they got that advantage.
• Kontrollturm seems a bit powerful... and unrealistic that it can hit everything in the castle as well.
Yes, that is changing to his airport terts only.
Random suggestions:
• now that there are fewer cable cars I don't think it is necessary to be able to attack between cars... it won't be used often, and when it is it will be by mistake (which I've already done on this map). Plus, it makes more sense for players to have to defend the cable cars from the top or bottom, while right now they can defend from the middle.
OK I can remove that middle cross-over. Done.
• Could you open up the attack routes between the small rooms in the castle a bit? For instance, the WC may be able to attack one or two other terits, I'm not sure, as it seems to have both a solid and a dotted line to Tomas.
Done
• Took me a while to figure out that the Soldatem... referred to the rooms above, as the font is a different color than that used for the A, B, C, and other territory names up there.
Done.
pamoa wrote:some other suggestions:
- the 2 wache-in territs are no use, make one shorter enlarge parkplatz
On the contrary they are of no use. This is an entrance to the airport and having only one would limit access because someone would stick all their armies on it and block it. Having two is less easily defended by someone if they decide to take those two terts they have to split their army numbers to cover both. Having two also allows someone coming right behind the first invader to chose an alternate route to the objective.
- the 2 wache-out territs are difficult to see maybe make a division like right K1-3 +5 and left K4 + 6-8
ok have improved that with brick walls and widened the airport in that area.
- I really don't like the idea of a forever bonus for parachute routes, so if you make check points abble to bombard back the 2 "guys" routes coming in and choose either including the starting point or not you can even solve the assasin game problem in an elegant way
OK i hear you, but this up for grabs in the poll running now. I will make a decision after the poll and see how that area works on more input from others.
- foot-prints in snow will be too messy, stick to the dotted lin
oh. OK. I thought it might add an extra graphic touch. I'll see if there is any feedback from others.
- if bus schuppen is an objective then switch font
done.
- there is some missing\blurry wall in cablecar starting building
fixed i think?
- BS6 ground texture should fade
Yes, i will fix that whole road in next version.
- use the real game font fo numbers, here an example
can u explain this further. the numbers are not those digit, they are arial 14 font which is the equivalent of that font link.