Conquer Club

Lunar War [GP, G, X] files on p.1

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby natty dread on Thu Apr 29, 2010 12:46 pm

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.

show: rant
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby porkenbeans on Thu Apr 29, 2010 2:40 pm

Yes, that is why I have always maintained that, GP and GFX naturally develop together. They are NOT really a separate thing. The GP idea, or the GFX idea, can be where a map starts. It does NOT matter which one is first. They work hand in hand, when you are talking about development. Every map that I have followed has progressed this way. Most maps have already gone through the majority of their graphic development, before they reach the GFX Workshop. I will say this about the "order" of things, GFX. are always the last thing to be tweaked, but to say that the graphics should come after the GP has been fully developed, is just NOT what happens, in reality.
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby yeti_c on Fri Apr 30, 2010 12:35 am

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.

show: rant


The problem is though - if you have an illegible map - it becomes a LOT harder to study game play...

I'm seriously proposing to the foundry team that for "simple" continental based maps - that the author creates a flow chart style version of their map - so that you can study that without worrying about the GFX...

In fact - with the GP/GFX forums this could be exactly how map making could be done - create the map as a flow diagram or similar - and then once into the GFX - get someone to work on that - this would be the only way I, for instance, can "map make" as my GFX skills aren't good enough.

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby natty dread on Fri Apr 30, 2010 3:27 am

Well you know I've done lots to improve the clarity of gameplay here. Some people (76%) think the map is legible. Apparently others (24%) do not. I guess it's just too hard to imagine the moon surface as impassable ocean and the craters as islands... meh, either way, I will be starting serious graphical work once I know the gameplay is in place.

I'll post a flowchart of the gameplay soon.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby natty dread on Wed May 05, 2010 2:25 am

So, the poll has ended.

79% of people can understand the territory connections either easily (34%) or after investing a little work in it (43%).

21% wouldn't be able to play the map...

I'll have to think about this. On one hand, the majority of people seems to feel the map is well legible. On the other hand, I wouldn't want to make a map that people complain about.

This map is really giving me headache at the moment. I wonder if it would be best to put this on vacation and concentrate on other projects until I come up with something cool and innovative that saves this map...?
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby Teflon Kris on Wed May 05, 2010 4:38 am

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.


I concur - it is also worth considering whether 79% of players could cope with Forbidden City and Das Schloss etc.

I'm sure two types of connection can be coped with - just a few minor graphical adjustments
User avatar
Sergeant 1st Class Teflon Kris
 
Posts: 4236
Joined: Sun Jul 13, 2008 4:39 pm
Location: Lancashire, United Kingdom

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby thenobodies80 on Wed May 05, 2010 5:05 am

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
User avatar
Sergeant 1st Class thenobodies80
 
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Location: Milan

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby iancanton on Thu May 06, 2010 2:03 am

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.

this map has made superb progress. although i have in mind some changes to neutrals to offset positional advantages enjoyed by some countries such as usa (i'll post the full list after i've worked through them all), i can confirm that i'm happy with virtually all connections and shall not be asking u to make major gameplay changes.

there are still issues related to how the gameplay is explained in the legend. use seas in the legend for everything and not mare because some seas are called oceanus on the map. territories connected by connecting lines reads better as territories joined by dotted lines.

u've used the wrong country abbreviations in two cases: south africa uses ZA (SA is saudi arabia, which is actually a good alternative country) and china uses CN (CH is chile). this is the full official iso list.

http://www.iso.org/iso/english_country_ ... e_elements

ian. :)
Image
User avatar
Brigadier iancanton
Foundry Foreman
Foundry Foreman
 
Posts: 2431
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby natty dread on Thu May 06, 2010 2:09 am

Thanks Ian, that's good advice. The legend & country abbreviation changes seem reasonable.

By the way, I tried both using line connectors for all territories, and that other suggestion, adding borders around craters with holes towards territories they connect to, and IMO they both looked like crap and only made the map harder to understand. I can post the images of the drafts I made later, but now I gotta run...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby natty dread on Fri May 07, 2010 8:29 am

Here's some graphical things I'm trying out.

Click image to enlarge.
image


I haven't changed the legend or country names yet, but it's next on my list...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby iancanton on Wed May 12, 2010 3:07 am

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!

ian. :)
Image
User avatar
Brigadier iancanton
Foundry Foreman
Foundry Foreman
 
Posts: 2431
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Lunar War <v20> p1, 26

Postby natty dread on Wed May 12, 2010 4:06 am

Thanks for that ian. To me all changes seem reasonable...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby isaiah40 on Wed May 12, 2010 10:23 am

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.

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.


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. 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.

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 can agree on both these points.

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.


This seems fair, I have no objection to reducing them back to start at 3.

other than the above, i can only commend u on the excellent gameplay design!


Thank you Ian!
Last edited by isaiah40 on Wed May 12, 2010 11:13 am, edited 2 times in total.
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Lunar War <v20> p1, 26

Postby natty dread on Wed May 12, 2010 10:27 am

Ok well, ian & isaiah, let me know when you reach a consensus regarding the gameplay changes and I'll put them on the map ;)
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby iancanton on Wed May 12, 2010 4:40 pm

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.

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.

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.

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.

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.

that's a good point. i concur with mare nubium and mare crisium being reduced to 2 neutrals.

ian. :)
Image
User avatar
Brigadier iancanton
Foundry Foreman
Foundry Foreman
 
Posts: 2431
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Lunar War <v20> p1, 25 - POLL - vote please!

Postby isaiah40 on Wed May 12, 2010 10:17 pm

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.


Okay, I can go along with that reasoning.

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.


:oops: Well ... I see what you're saying now.

Okay natty, make these changes and we'll go from there!!
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Lunar War <v20> p1, 26

Postby natty dread on Thu May 13, 2010 3:33 am

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?
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v20> p1, 26

Postby isaiah40 on Thu May 13, 2010 9:02 am

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?


Looks like it!
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Lunar War <v20> p1, 26

Postby natty dread on Thu May 13, 2010 10:02 am

Click image to enlarge.
image
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v22> p1, 27

Postby isaiah40 on Thu May 13, 2010 11:16 am

Hmmm ... I just noticed something. I think we need to increase Magnus to a neutral of 3 instead of the 2 :-k Right now RU1 would have a slightly easier time getting to the missile base.
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Lunar War <v22> p1, 27

Postby natty dread on Thu May 13, 2010 12:07 pm

Hmm, on the other hand, 5 troops on one territory is practically the same as 4 troops on 2 territories... since when you go through 2 territories you have to leave behind 2 troops, when you go through 1 you only need to leave behind 1, so even if we assume RU1 loses 1 less troop it would have the same number of troops against the missile base...

But anyway, I'm cool with either way, I can change it to 3 if it will get us out of gameplay ;)
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v22> p1, 27

Postby iancanton on Thu May 13, 2010 4:22 pm

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.

ian. :)
Image
User avatar
Brigadier iancanton
Foundry Foreman
Foundry Foreman
 
Posts: 2431
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Lunar War <v22> p1, 27

Postby natty dread on Thu May 13, 2010 4:30 pm

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.


Ah, but you forget the sea bonus. The seas are very valuable if you manage to gather 7-10 of them...

Still, I guess spumans could be set as 4.

Serenitatis to 3 sounds reasonable as well.

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.


Since you put it that way, yeah, I agree. I'll do it.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Lunar War <v22> p1, 27

Postby isaiah40 on Thu May 13, 2010 4:43 pm

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.


I can live with sereitatis going down to 3. How about if we put in a connection between spumansis and crisium? Then we can leave the neutrals at 5, maybe even lower it down to 4.
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Lunar War <v22> p1, 27

Postby natty dread on Thu May 13, 2010 4:49 pm

Well personally I'm not sure if a connection between crisium & spum would be wise: currently, all seas are connected by either bordering each other, or by a crater or other such thing connecting them together, but there are no seas directly connected by a connecting line. Which is good IMO. I don't know why exactly, but it just seems to make sense to me in some way.

Of course if you really want a connection between them, I could find a crater in that region, and add it between them. Although the space constraints are... well, constraining, there. But it could be managed, probably...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users