Moderator: Cartographers
natty_dread wrote:So, as all the feedback seems to be related to "legibility" issues rather than the gameplay dynamics, I assume the gameplay is fine and no further tweaks to the actual gameplay needs to be done?
I'm not begging for a stamp, I just want to know if there's any more gameplay adjustments (territory moving, connection changes, etc) to be done, or can I "fix" them in place and start working on the legibility. After all, that is why gameplay workshop is first, so that one can get the gameplay in place before one starts to develop the visual side.
natty_dread wrote:Well, now we are getting somewhere. Thanks e_dw, I like it when someone comes up with solutions instead of just spewing mindless insults.
The #2 suggestion is something I have already considered. Like I said, if the connections prove too hard to grasp, I'm willing to make all connections into line-connections, but I'm going to wait until the poll is finished before I do anything to this map.
edit.
Now that I think of it, #1 could maybe be a better solution. Adding all the lines for the seas would probably just clutter the map even more, which would better be avoided.
POLL RESULT wrote:Are you able to understand the territory connections of this map?
Poll ended at 04 May 2010, 23:09
Yes, easily.......10......36%
Yes, with a little work.....12......43%
No, I wouldn't be able to play this map......6.......21%
Total votes: 28
natty_dread wrote:I just want to know if there's any more gameplay adjustments (territory moving, connection changes, etc) to be done, or can I "fix" them in place and start working on the legibility. After all, that is why gameplay workshop is first, so that one can get the gameplay in place before one starts to develop the visual side.
iancanton wrote:each of the missile bases is well-positioned and all countries have reasonable access. however, the number of neutrals must be 15 to 20, otherwise targetting opponents' rockets will be many players' sole strategy and much of the map will be ignored by such players.
aliacensis needs to be increased to 4 neutrals to make things more difficult for IN2 and RU1. an increase to 3 neutrals for arzachel will prevent EU2 from securing both the albalegnius and purbach mines so easily.
reduce mare serenitatis to 3 neutrals to give some play to RU2. north mare imbrium can be reduced to 4 neutrals to let BR1 have an easier route to anywhere.
i also recommend that each rocket starts with only 3 troops, so that each player in a 2-player or 4-player game must make a decision as to how to distribute his deployment (does he want to take more landing sites or put everything into assaulting a sea?). at the moment, even if someone deploys everything on country 1 rocket, there is enough on country 2 rocket to conquer a country 2 landing site.
other than the above, i can only commend u on the excellent gameplay design!
isaiah40 wrote:iancanton wrote:each of the missile bases is well-positioned and all countries have reasonable access. however, the number of neutrals must be 15 to 20, otherwise targetting opponents' rockets will be many players' sole strategy and much of the map will be ignored by such players.
Do you mean 15 - 20 neutrals between landing sites and missile base? Or do you mean 15 - 20 neutrals on the missile base itself? Right now we have 18 neutrals between the landing sites and the missile base. 3 on the landing site, 5 on the sea and 10 on the missile base.
isaiah40 wrote:I agree with increasing Aliacensis to a 4 neutral, as for increasing Arzachel to 3, I would have to disagree with you as EU2 needs to go through 16 neutrals to get to either of those mines while everyone else only has to go through 13 neutrals to get to a mine.
isaiah40 wrote:So really, Mare Nubium needs to be reduced to a 2 from the current 5. Which brings this point up, Mare Crisium also needs to be reduced to a 2 to give BR2 an equal chance at a mine.
iancanton wrote:i mean 15 to 20 neutrals on each missile base itself. this is because it's currently almost as easy to capture ur opponents' rockets (killing at least 17 neutrals), which is the only way to achieve final victory, as it is to gain the easiest mine bonus (killing 11 to 21 neutrals). there ought to be more of a difference.
iancanton wrote:my argument for arzachel being 3 neutrals is that EU2 can also reach albalegnius via ptolemaeus, which has only 2 neutrals - there is therefore a slight penalty for choosing the 3-neutral route that gives access to both mines, as opposed to the 2-neutral route that leads to only one mine.
natty_dread wrote:Umm... let's see.. Missile bases: 15-20 neutrals? IMO 15 would be enough...
arzachel -> 3
m nubium & m crisium -> 2
aliacensis -> 4
m serenitatis -> 4
n. m imbrium -> 4
rockets -> 3
Did I get everything?
mare serenitatis goes to 3 neutrals. u can also reduce the neutrals on mare spumansis, since it doesn't lead anywhere and is probably destined to remain unloved.
increasing magnus to 3, in line with isaiah's suggestion, is good because RU1 has one of the most favourable starts, being close to 2 mines and a missile base.
iancanton wrote:mare serenitatis goes to 3 neutrals. u can also reduce the neutrals on mare spumansis, since it doesn't lead anywhere and is probably destined to remain unloved.
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