ender516 wrote:So update the legend and you're golden.
Will do...
Commander9 wrote:Looks like a great map. Keep up the good work!
Thanks.
Moderator: Cartographers
ender516 wrote:So update the legend and you're golden.
Commander9 wrote:Looks like a great map. Keep up the good work!
The next thing I want to add is that you might want to put this map in time somewhere...
I guess I just feel the need to know whether I'm shooting lasers or bullets on the moon.
ender516 wrote:Well, if the idea is to give a time period to the map, then I'm inclined to say yes...
natty_dread wrote:Current Feedback Requests
- neutral values, bonuses and landing site placement: can you see any advantage to any of the countries? ie. does any of the players gaet an unfair advantage based on which country he starts from.
- clarity of gameplay: are all territory connections & borders clear?
- are the symbols distinct enough: can you find all key features easily enough?
- is the legend clear? can you understand all the rules of the map?
Of course feedback on all other topics is welcome as well.
Smaller neutrals on landing sites to ensure all players likely to get the bonus (2?), or larger number of troops on the rockets (7?).
Simplify the rockets and landing sites bonus as simply +2 for holding all 3 - this may create make the (danderous but interesting) tactical option of taking an opponents' landing site a more attractive option. With the current system, I cant imagine players wanting to do this until later in the game when they have big enough stacks to avoid opening themselves up to revenge attacks from the rockets (given they hae +2 auto-deploy).
The seas bonuses
It looks like gaining control of the seas would often be key to winning the game. I'm not too sure about some of the connections yet though, so difficult to comment whether the bonus values seem ok or not. The main considerations are that control of the seas can't be established too early in the game, although also worth ensuring the gameplay doesn't simply become a luck-based battle purely based on the seas, i.e. that other tactical options are significant enough.
Landing Site Placement
Hard to tell if this is right as I am not too sure about many of the connections with the landing sites in particular
The edges of the seas could do with being clearer, and different to the borders between connected seas.
Some of this would be picked up in the graphics workshop but would be best sorted now I'd say (contrastingly the teal/cyan colour of the seas' army squares contrasts too much with the greys of the map - better to have more contrast on borders than army circles (squares etc.).
Legend
This is fine, especially at this stage. (I wouldn't mind knowing how you did this for some sci-fi map ideas I have lol).
Keep up the good work, this map could be a winner, the gameplay is interesting, very interesting.
natty_dread wrote:Simplify the rockets and landing sites bonus as simply +2 for holding all 3 - this may create make the (danderous but interesting) tactical option of taking an opponents' landing site a more attractive option. With the current system, I cant imagine players wanting to do this until later in the game when they have big enough stacks to avoid opening themselves up to revenge attacks from the rockets (given they hae +2 auto-deploy).
Hmm... I'm not quite sure where you're going with this. If you want to make taking the opponents' landing sites an attractive option... then why change the current system? Currently you get +2 for holding the landing sites, and +3 if you also hold the rocket. So if you take your opponent's landing sites you gain a +2 bonus and he loses a +3 bonus... that seems attractive enough to me.
Rockets have the +2 autodeploy, yes, but they can only access the playing area via the landing sites and thus stacking on them would be stupid. And I wouldn't want to make it so that it would be too easy to take someone's landing sites and hold them - because then that player really has no chance to retaliate, as the landing sites are necessary for a player to gain access to the moon...
Yes, I don't think the sea bonuses can be used too early in the game. You need at least 5 sea territories to get a bonus, and that means killing 25 neutral troops. And even then you only get a +5 bonus so let's say you lose 25 troops taking and holding that bonus, it will only pay itself back in 5 rounds... However, later in game when you manage to grab more of the seas the bonus will really pay off.
We are working on new landing site icons, which will hopefully improve this. But again please tell me which ones are unclear, so I can make a note to pay extra attention on them.The edges of the seas could do with being clearer, and different to the borders between connected seas.
Hmm... how do you mean? You mean to make the borders different colour where the border is between 2 seas? Or something like that? I'm not sure how feasible that would be visually, but I could give it a shot...
DJ Teflon wrote:Overall, on this point, it would be nice if attacking landing points wasm less risky as an extra stregic option mid-game, but not essential.
DJ Teflon wrote:I agree. Later on, we need to think through the balance of / difficult it is to try to take and hold the seas & HE-3s and take the missile bases and rocket(s) so we are confident none of the options are likely to be written off and ignored by players (such as players ignoring the too-difficult objective in pelo war).
Looking again, I'm guessing that landing sites such as JP2 are connected to the sea(s) they border? Does US1 connect to the adjacent seas? IN2 seems to touch Copernicus on the small map but not the bigger one?
The edges of the seas and borders between seas are pretty much the same (e.g. border between N.Oceanus & S.Oceanus) - I'm just thinking its worth having a slight different - maybe the borders between being thinner than the edges - nothing major - defo not changing colour (unless its a minor shading change) - as you say, it wouldn't look right.
ender516 wrote:I still feel I'm not experienced enough to make significant comments on gameplay, but let me say this: the rockets attacking the landing sites reminds me of the ships in the Jamaica map. Does anyone feel competent to contrast and compare these two maps? Sometimes this sort of exercise is a good way to find strengths and weaknesses.
natty_dread wrote:You know, I've been meaning to do this for a while: a comparison of all the countries. Here goes...
Country comparison
Access to missile base
USA:
#1 - 2 seas (10 troops) in between landing site & missile base, shortest route
#2 - 1 sea (5 troops)
Russia:
#1 - 1 sea (5)
#2 - 3 seas (15)
China:
#1 - 1 crater with 5 (5)
#2 - 3 seas (15)
Japan:
#1 - 2 seas (10)
#2 - 2 seas (10)
India:
#1 - crater & sea (7)
#2 - 2 seas (10)
Eu:
#1 - 1 sea (5)
#2 - no viable access, other landing sites in the way
Brazil:
#1 - crater, 3 seas (17)
#2 - crater & sea (7)
South Africa:
#1 - crater, crater w/5 (7)
#2 - no viable access
Ok, it seems there are a coupe of countries which get kinda "the short end of the stick" when it comes to missile access. Now let's look at access to He-3 mines:
USA:
#1 - can access 3 different mines with only 7 troops between
#2 - 12 troops to nearest
Russia:
#1 - 5 troops to nearest, 12 to another
#2 - 12 to nearest
China:
#1 - 4 to nearest
#2 - 5 to nearest, 14 to another two
Japan:
#1 - 7 to nearest
#2 - 12 to nearest
India:
#1 - 4 to nearest
#2 - 7 to nearest
EU:
#1 - 9 to nearest
#2 - 4 to nearest
Brazil:
#1 - 7 to nearest
#2 - 4 to nearest
South africa:
#1 - 11 to nearest
#2 - 6 to nearest
There we go. Now just some hard core analyzing to figure out if we need to shuffle them somewhat. Right now it seems USA might be a bit too strong... maybe India too... South Africa seems a bit weak?
Would adding an extra missile base help? The same could go for HE=3s (although 4 HEs may make the objective too hard and holding 3 out of 4 too easy?).
Therefore, get more of a balance, but total balance isn't needed.
natty_dread wrote:Would adding an extra missile base help? The same could go for HE=3s (although 4 HEs may make the objective too hard and holding 3 out of 4 too easy?).
There's already 6 he-3 mines... And the objective requires holding 1 rocket with all the mines, so any type of "hold x out of y mines" is pretty much out of question, since that would make for huge amount of combinations of rockets & mines...Therefore, get more of a balance, but total balance isn't needed.
Gotcha
I'm thinking that by swapping the positions of a few landing sites we should be able to accomplish this.
Oh, and extra missile base... that could work, but it could also make it too hard to balance... ATM I'm thinking 2 is pretty much optimal... but if you have any suggestions (where to place it), we'll be happy to hear them
isaiah40 wrote:Well, that would probably be better. Do the changes and we'll see what becomes of it.
Do the changes and we'll see what becomes of it.
natty_dread wrote:So, anybody got any feedback on the gameplay?
I've got Nordic almost finished so I can spend more time on this map soon.
Also, I'm planning a thorough graphical overhaul on this map, but I want to get the gameplay finished first...
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