Inca...i'm sorry, but all this is confusing me. Only four people commenting on the bonus, should be easy, but with communications going awry, I might be losing my marbles eh? maybe it's Uni. who knows.
I am sorry if i have in the process confused you or stuffed up some process that was in the boot.
MrBenn wrote:It's easier to code each half of the commanding vessels into the build-your-own, but I'm cerain that there is a way to do it so that both halves count as one through the creative use of overrides...
I'll have a think and come back to it later.
But MrBenn, i have to question why you would split the vessel for a double up bonus on build-your-own.
My idea back on page p20 (which was liked by yeti_C.) was:
I like to seek feedback on this idea of having two terts on the commander ships, so that they have double-fire power almost and both would be required to be held to get the commander bonus. Naturally, they would border each other, and both have borders with neighbouring vessels.
I was trying to come up with something that worked well for the "ship of line" aspect, and these big gunners had 3/4 decks of guns anyway.
Inca said
Visually I'm not wild about the dual-terit commanders, but I think they could really help the gameplay....
with preference for:
D) 1 neutral per commander, inc bonus -- 61 starting terits, 20 per player
Bonus/terits/required/odds
Br Windward 13 8 1.44%
Fr Windward 9 5 9.05%
Sp Windward 6 4 7.16%
Br Leeward 15 8 4.01%
Fr Leeward 9 5 9.05%
Sp Leeward 9 5 9.05%
C and D seem to be the best of both worlds: no commanders on the drop, the bonuses are a bit more manageable, and the first-mover is mitigated as much as possible. Of course, I prefer D, nothing over 10% (tho, to be fair, there's not a ton of difference between 9.05% and the 10.45% you see in options A and B), and with the dual-terit commanders, people will still be able to double up on all bonuses save British and Spanish Windward, meaning that with the commanders there'll be 16 bonuses in play, giving lots and lots of flexibility...
Furthermore, I'd put a potential commander neutral terit at only, say, 3 or 4...
It looks to me like Inca first mentioned double-up bonuses.
After we wnet around the block on bow and stern and some legend wording...then Inca came up with:
An open-ended question: is there a better way to assign bonuses here than build-a-bonus? Look, I'm not trying to throw a monkey wrench in things, and if build-a-bonus works best, that's fine, I'm just wondering if an alternative can be found. I will confess that I'm beginning to think that build-a-bonus might not be as awesome a bonus system as it's made out to be.
Then after a few more rounds somewhere, i thought the flagship was bedded...until...
then we ran off to Britannia and some other ship up north deciding neutrals and start positions with .44...
then everyone got on board with britannia and spartiate being 2 neutral...
then bonus for flagship terts bumped to +2
Incandenza wrote:The whole bow and stern each count as a "ship" concept goes back some pages when we discussed the advisability of setting up the bonuses such that all but british windward and spanish windward could be doubled up, so two players could each hold, say, 5 french windward ships.
I'm more or less of two minds at this point. cairns, if you're cool with not being able to double up bonuses, then I can live with that. It was mostly yeti and you that were mad at me for suggesting that no longer be the case when we first started to dick around with the bonuses, back when dinosaurs roamed the earth.
so i see where the double-up concept comes from now....but i had never stated that I was considering moving away from the single vessel with two terts being required for the flagship bonus, and i am still of the persuassion that it should be exactly that.
sorry guys, but my analysis page by page was necessary.