Moderator: Cartographers
Aleena wrote:In that case may I suggest the "Serpent Apep"
https://en.wikipedia.org/wiki/Apep
Pictured here under a boat on an egyptian wall art fighting with RA..
Aleena wrote:I personally like the serpent better - but your new one is cool too - so - feel free to use either - or take a pole from more of the community.
isaiah40 wrote:One thing you need to do is to please keep the title in this format so it will be easier for people to see changes:
The Temple of Jinn [12/08/2013] V2 pg 4 - The "V" for what version you are on and the page it is on. It helps us carto's to go directly to the page you rmost recent update is on, and when we are comparing versions, we can say "On version 2 you had this ...." It makes it easier on all of us.
So that being said, here is your shiny new stamp!!
koontz1973 wrote:Blackrose, nice to see this worked on. Some things from me, can we get the territory groups into different colours so as to make it easier to find on the board. In the victory condition, you say take over the monsters and the temple of jinn, does that include also TJ4 & TJ5?
EricPhail wrote:Iblis, so much Iblis, that new graphic is cool
Assuming the start positions are the one with the blue 88s it seems they are in need of a look wrt gameplay and balance some of them look to be much better locations (closer to the area bonuses: FJ21 is much closer to fire crystal, Wj15 the water crystal and worst of all AJ2 who has the shortest path to Air, and the temple) thus allowing them quicker access to the zone bonuses and associated bombardments
Oh one other thing both ends of each teleport have the same name which seems odd perhaps T1a, T1b, T2a .... etc
Blakkrose wrote:koontz1973 wrote:Blackrose, nice to see this worked on. Some things from me, can we get the territory groups into different colours so as to make it easier to find on the board. In the victory condition, you say take over the monsters and the temple of jinn, does that include also TJ4 & TJ5?
Thanks.
-The territory zones are already colored differently from the rest of the level (maybe I should reinforce colors)
-Yes, the Temple of Jinn consists of 5 territories, as you can read in the legend
koontz1973 wrote:But it is not what is said in the victory condition (lose the "s"). Again, this is just to make the board easy to understand.
What are all the blue regions (T3b for example)?
All monsters seem to be a 5 neutral, why is Iblis a 10?
Aleena wrote:someone was concerned about the different distances from starting points to Victory condition Temple...
Think it was EricPhil....
Well... what you can do (instead of changing the map - or moving the starting location) is you can make weaker monsters and more bonuses along the trail for the players that are farther away... And make the players with a shorter path - to have stronger monsters, and or no bonuses along the way - unless they go out of their way for them...
If done mathematically you can balance out the board with out any major changes, just changes in variable values...
Or you can make it no matter where they start they need to control something in all four corners of the map to open passage to the temple... Maybe like the gems..
EricPhail wrote:...
thoughts for fixing:
1. at least double all monsters (bar maybe the ghul and acolyte), as a victory condition, they should be higher neutral count anyway: this makes rushing for the temple less viable and thus the starting position distance imbalance weaker
2. consider toning down the power of the bombardments:
either give the territory that actually bombards a strong decay (~10 would be a reasonable start)
or create a killer territory that does the bombardment (conditional borders prevent taking it before gaining the area)
this reduces the advantage gainable by rushing to an area with a bombardement (especially powerful in trench or assassin)
of course perhaps everyone else disagrees with my fear that bombard rush matches will happen
Aleena wrote:...Suggestion #1
You have 4 gem types but a total of 23 gems on the board (based on your legend - i did not count them myself)
So right off the bat, I see that not all gems have equal number of bombardment areas, for 4 does not divide into 23 evenly...
Aleena wrote:Maybe clear off some spaces - remove some gems... instead of having a gem on every space (all most) just have a few scattered... So maybe drop from 23 gems to 16 gems that would give each gem 4 locations to bombard and open up the map to have 8 additional areas to secure you forces - though in trench mode corridors will still be blockaded with these bombardments - but if I'm not mistaken - it cost troops to bombard - - so the more a player bombards, they hurt themselves equally as they hurt their enemy... So a player focused on bombarding will dwindle their own forces instead of using them to capture more gems for bonuses... Or am I wrong about this? I've only played with bombards once so far so I'm not fully familiar with them...
Aleena wrote:Suggestion #2
Change the Bombardment targets...
Instead of having them bombard gems and instead of having the temple bombard crystals....
Color the Teleporter statue sets to match the gems...
A Blue, Green, Red, White, Yellow statues sets for teleporting and have the bombardments from the temple and the crystals only focused on the teleporters..
Leaving the gems all along the floor open for safe picking up..
Aleena wrote:Another idea but has nothing to do with the bombardments except to make entering the temple harder so to gain that bombardment ability more difficult...
on space Eg8 leading up to the temple, maybe place an archway gate or doorway .... Not passable with out a key - then place on AG6 the Key... So the player needs to control space AG6 to enter cross from Eg8 to the temple.
Aleena wrote:Any and all monsters except Ghul = Zero Bonus (Need Ghul to access monster bonus)
Ghul only = Zero Bonus
Ghul plus 1 additional monster +1
Ghul plus 2 additional monster +2
Ghul plus 3 additional monster +4
Ghul plus 4 additional monster +8
Ghul plus 5 additional monster +16
Ghul plus 6 additional monster +32
Aleena wrote:oh, I thought the bonus was for total gems controlled - not based on color...
So if I had 4 red gems, 4 white gems, 4 blue gems, and 4 green gems for a total of 16 gems, then I'd get a +21 bonus...
Oh, they need to be all the same color... Don't like that as much, but I understand it....
I think it would be better just give a +1 per gem (and cut the number on gems in the game by 1/2) or for every 4 gems, no matter what the color....
Aleena wrote:For my one suggestion you did not understand, I'll try to make it clearer....
Suggestion 2 about bombardments...
Gems do not get bombarded....
Teleports get bombarded instead...
So...
Blakkrose wrote:EricPhail wrote:1. at least double all monsters (bar maybe the ghul and acolyte), as a victory condition, they should be higher neutral count anyway: this makes rushing for the temple less viable and thus the starting position distance imbalance weaker
1. You mean perhaps change 4 Jinn from 5 to 10 (Marid, Dao, Djinn and Efreet) and change Iblis from 10 to 20?
Blakkrose wrote:EricPhail wrote:2. consider toning down the power of the bombardments:
either give the territory that actually bombards a strong decay (~10 would be a reasonable start)
or create a killer territory that does the bombardment (conditional borders prevent taking it before gaining the area)
this reduces the advantage gainable by rushing to an area with a bombardement (especially powerful in trench or assassin)
of course perhaps everyone else disagrees with my fear that bombard rush matches will happen
2. I prefer the decay of territories that bombard but maybe 10 is too much.
I can not create the killer territores why make it impossible to take the bonus area.
Blakkrose wrote:I could insert a bonus for the control of monsters. This would push not to entrench in the areas from which bombards
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