Moderator: Cartographers
DJ Teflon wrote:Forgive me if this has been clariied earlier but, do players gain the ordinary +3 per turn (minimum)? Is it envisaged that players take a port on their second turn (unless they try their luck with 6 against 7)? I think this is where the ship auto-deploy might be worth considering perhaps?
....Overall, it looks like the gameplay has a nice blend of starting position strategy and resource-bonuses.
I like the incorporation of the political and economic features, the map is certainly more than the link suggested above.
tlane wrote:I have not read anything yet so people may have said this.
1. can you make the swords less blurry.
2. Could you make the coffee on "Gordon town" bigger, it is hard to see
3. Could you clear up the numbers on Gealoon Harbor, i realize it is that 4 but could you maybe move it closer to the land.
Those are my quick observations, but i will be back soon to comment on gameplay.
tlane
TaCktiX wrote:I think that the 7 neutral is completely unnecessary. Everyone has to break it to hit the Island by my understanding (I read the map), which coincidentally holds all bonuses. If the neutral is knocked down to something reasonable considering that that is every player's gateway to the map, then an autodeploy will be rendered unnecessary as well.
sailorseal wrote:I think the auto depoy evens it out and "Do I go for it or do I wait to keep getting the auto?" is a fun question to have to ask yourself during the game
TaCktiX wrote:sailorseal wrote:I think the auto depoy evens it out and "Do I go for it or do I wait to keep getting the auto?" is a fun question to have to ask yourself during the game
The problem is that you have to make that decision from Round 1, which really isn't much fun at all.
cairnswk wrote:captainwalrus wrote:What is the "gold" that it talks about in the bonus description. It doesn't mention it in the resourse descriptions. Either that or I'm pretty stupid and it is probably just right there on the map, but if it is, please tell me.
Cobs?
DJ Teflon wrote:Forgive me if this has been clariied earlier but, do players gain the ordinary +3 per turn (minimum)? Is it envisaged that players take a port on their second turn (unless they try their luck with 6 against 7)? I think this is where the ship auto-deploy might be worth considering perhaps?
.... London's position is different and any advantage/disadvantage is minor.
Overall, it looks like the gameplay has a nice blend of starting position strategy and resource-bonuses.
I like the incorporation of the political and economic features, the map is certainly more than the link suggested above.
manstrong wrote:Where is Port Royal located? And why do some ports have 7 and some have 4/0? Just wondering as I try to understand.
TaCktiX wrote:I think that the 7 neutral is completely unnecessary. Everyone has to break it to hit the Island by my understanding (I read the map), which coincidentally holds all bonuses. If the neutral is knocked down to something reasonable considering that that is every player's gateway to the map, then an autodeploy will be rendered unnecessary as well.
iancanton wrote:TaCktiX wrote:sailorseal wrote:I think the auto depoy evens it out and "Do I go for it or do I wait to keep getting the auto?" is a fun question to have to ask yourself during the game
The problem is that you have to make that decision from Round 1, which really isn't much fun at all.
true in unlimited forts, but the decision must be made every turn in adjacent forts.
two further observations: port morant seems to have no function at all, now that the ports don't connect, and i'd reduce the neutrals on the non-strategic non-important territories like st albans to only 1, since there's virtually no reason to take them otherwise.
cairnswk wrote:captainwalrus wrote:What is the "gold" that it talks about in the bonus description. It doesn't mention it in the resourse descriptions. Either that or I'm pretty stupid and it is probably just right there on the map, but if it is, please tell me.
Cobs?
not everyone will associate cobs with gold (except by elimination), unless u call them gold cobs.
cairnswk wrote:Port Morant removed as port.iancanton wrote:two further observations: port morant seems to have no function at all, now that the ports don't connect, and i'd reduce the neutrals on the non-strategic non-important territories like st albans to only 1, since there's virtually no reason to take them otherwise.
How about i add a slave to St Albans to make it worthwhile again.
iancanton wrote:cairnswk wrote:Port Morant removed as port.iancanton wrote:two further observations: port morant seems to have no function at all, now that the ports don't connect, and i'd reduce the neutrals on the non-strategic non-important territories like st albans to only 1, since there's virtually no reason to take them otherwise.
How about i add a slave to St Albans to make it worthwhile again.
that works well. what will u do with the ex-ports (port morant and galleon harbour)?
ian.
iancanton wrote:there's no current reason for newtown to have 3 neutrals, since players can sidestep it easily without loss of time. what can we put there for the best balance?
sailorseal wrote:I would like to see the Bonus Legend use symbols instead of words
sailorseal wrote:Can you make a equal distance between all of the ports
cairnswk wrote:sailorseal wrote:Can you make a equal distance between all of the ports
what way do you mean
Users browsing this forum: No registered users