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Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Mon Dec 02, 2013 5:00 pm
by cairnswk
sannemanrobinson wrote:Great looking map as always.
thank-you sannerman :)
The bonusses take some effort to identify. Maybe the swans could be ordered in the same composition as the map? This might concentrate them on the bottom right corner. [/quote]
Yes i will re-order them next update.

Bonus of 4 for Melville could be 3, as there are 3 boundaries.


Territories (4) Number of Defending Territories (4) Number of Attacking Territories (7) Number of Neighbours (5)

sannerman...the bonus calculator we use shows the above for a bonus of 4. :)
personally i think i think you'd need at least 4 to help keep the region.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Tue Dec 03, 2013 8:59 am
by sannemanrobinson
cairnswk wrote:Territories (4) Number of Defending Territories (4) Number of Attacking Territories (7) Number of Neighbours (5)

sannerman...the bonus calculator we use shows the above for a bonus of 4. :)
personally i think i think you'd need at least 4 to help keep the region.

Okay it will work. By the way it is a similar situation as the Cambridge bonus (3 defending territories).

Fremantle on the swan = N. Frementle on the map.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Tue Dec 03, 2013 1:45 pm
by cairnswk
sannemanrobinson wrote:...
Okay it will work. By the way it is a similar situation as the Cambridge bonus (3 defending territories).

Yes some bonuses will probably change fi the map makes it to the gameplay stage :)


Fremantle on the swan = N. Frementle on the map.

Fremantle is two territories...Fremantle and N. Fremantle...linked by that little white bridge.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Thu Dec 05, 2013 11:16 pm
by dolomite13
Love this map thus far.

I don't see a unit circle on N Freemantle.

=D13=

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 12:37 am
by cairnswk
dolomite13 wrote:Love this map thus far.

I don't see a unit circle on N Freemantle.

=D13=


Yeh, dolomite...it's under the 3n

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 8:10 am
by isaiah40
I believe this has been here long enough!!
Image

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 4:49 pm
by cairnswk
Thank-you isaiah40 :)

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 4:51 pm
by cairnswk
I'd like to hear if players think the rail lines are absolutely necessary....i am in two minds about them :?

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 13, 2013 3:46 am
by koontz1973
cairnswk wrote:I'd like to hear if players think the rail lines are absolutely necessary....i am in two minds about them :?

I would remove them. They are not adding anything to this one. I would even go as far as to remove the helicopters as well for the same reason.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Sun Dec 22, 2013 6:24 pm
by cairnswk
koontz1973 wrote:
cairnswk wrote:I'd like to hear if players think the rail lines are absolutely necessary....i am in two minds about them :?

I would remove them. They are not adding anything to this one. I would even go as far as to remove the helicopters as well for the same reason.


Can you elaborate on that decision koontz?

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Mon Dec 23, 2013 12:57 am
by koontz1973
cairnswk wrote:Can you elaborate on that decision koontz?

Not really a decision but a preference. But here is how I look at them. You have 20 continents spread over 73 territories. By adding in the rail lines you are giving the ability to jump one region only in most cases so would not get used much, The stations are on borders so would naturally be defended making them less relevant. The lines starting in Perth have made that territ very crowded. The name is closer to S.Perth and the army circle is over the line. And that crowding seems to be everywhere. Hence the comment not adding anything.
The helicpoters are better than the trains as they do allow you to move over the map faster, have less impact on space.
The ferry to and from Rottnest island I cannot see being used much because of the neutral and the fact that the island is not in a bonus zone.

Last thing, you have all this lovely space being used on the right of the map for this huge background image and title. Why not use that part to make the map larger?

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 6:54 pm
by cairnswk
koontz1973 wrote:
cairnswk wrote:Can you elaborate on that decision koontz?

Not really a decision but a preference. But here is how I look at them. You have 20 continents spread over 73 territories. By adding in the rail lines you are giving the ability to jump one region only in most cases so would not get used much, The stations are on borders so would naturally be defended making them less relevant. The lines starting in Perth have made that territ very crowded. The name is closer to S.Perth and the army circle is over the line. And that crowding seems to be everywhere. Hence the comment not adding anything.
The helicpoters are better than the trains as they do allow you to move over the map faster, have less impact on space.
The ferry to and from Rottnest island I cannot see being used much because of the neutral and the fact that the island is not in a bonus zone.

OK, convinced to remove the trains...

Last thing, you have all this lovely space being used on the right of the map for this huge background image and title. Why not use that part to make the map larger?

...but unconvinced the character of the Swann River, sailing and the city skyline needs to change...the map has plenty of real estate.

Version 8.

Image

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 7:22 pm
by Danyael
Nice to see the map machine still pumping things out
nice map


a little confused about

copter assaults all points .... is that all helipoints? or am I missing something

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 8:48 pm
by cairnswk
Danyael wrote:Nice to see the map machine still pumping things out
nice map


a little confused about

copter assaults all points .... is that all helipoints? or am I missing something

yes, that should probably be all heliports :)

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 10:29 pm
by TeeGee
Born and bred Perthite here.. great to see a map of my home town..
A couple of spelling errors

Lenwick === should be Kenwick
Gosnell === Gosnells
You also dropped a couple of r's in Karrawarra, but that is understandable: could also be called Manning

Apart from that I can't wait to make this MY map

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Fri Dec 27, 2013 12:27 am
by cairnswk
TeeGee wrote:Born and bred Perthite here.. great to see a map of my home town..
A couple of spelling errors

Lenwick === should be Kenwick
Gosnell === Gosnells
You also dropped a couple of r's in Karrawarra, but that is understandable: could also be called Manning

Apart from that I can't wait to make this MY map


Hi TeeGee, didn't know you were an aussie. :shock:

Fixed those things in V8 above....F5 to see them

Are there anythings you want on this?

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Sat Dec 28, 2013 9:24 pm
by TeeGee
I think it is a great reflection of Perth. They yachts, buildings, beach and swans.
Anything else added I think would overcrowd the map

just 1 more with spelling, i missed it... Cavensham = Caversham :) or Midland

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Sat Dec 28, 2013 9:42 pm
by cairnswk
TeeGee wrote:I think it is a great reflection of Perth. They yachts, buildings, beach and swans.
Anything else added I think would overcrowd the map

just 1 more with spelling, i missed it... Cavensham = Caversham :) or Midland


What about the impassables...do we need any more/less/other kinds?

Also there is nothing to say that a Classic City map has to have classic gameplay...so any ideas to enhance gameplay or should it be kept as classic?
Thanks for your input. :)

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Sat Dec 28, 2013 10:18 pm
by TeeGee
cairnswk wrote:
What about the impassables...do we need any more/less/other kinds?

Also there is nothing to say that a Classic City map has to have classic gameplay...so any ideas to enhance gameplay or should it be kept as classic?
Thanks for your input. :)



I would like to see it kept as a classic map. I like the fact that there are a lot of small bonuses, fits in with Perth being small and rich.

If you are looking for more realism, maybe add copter points along the coast and/or river territories. I understand the logistics in separating trigg and scarborough, but you just blocked off the 2 most popular beaches from each other.
When I think of WA plants the old kangaroo paw Image Not sure how or where it could be used, or even if it is required as most wouldn't understand what it is.

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Sat Dec 28, 2013 10:39 pm
by cairnswk
TeeGee wrote:...
I would like to see it kept as a classic map. I like the fact that there are a lot of small bonuses, fits in with Perth being small and rich.

Cool, OK. Done! :)

I understand the logistics in separating trigg and scarborough, but you just blocked off the 2 most popular beaches from each other.
If you are looking for more realism, maybe add copter points along the coast and/or river territories.

I have separated Floreat and Scarborough as the adjustment - is this suitable?
Also if i add copters to Karrinyup and Como - suitable? That makes Como not so easy to hold, and I think Karrinyup because of space.

When I think of WA plants the old kangaroo paw Image Not sure how or where it could be used, or even if it is required as most wouldn't understand what it is.

I will think of something :idea: :idea:

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Sat Dec 28, 2013 11:16 pm
by TeeGee
cairnswk wrote:
TeeGee wrote:...
I would like to see it kept as a classic map. I like the fact that there are a lot of small bonuses, fits in with Perth being small and rich.

Cool, OK. Done! :)

I understand the logistics in separating trigg and scarborough, but you just blocked off the 2 most popular beaches from each other.
If you are looking for more realism, maybe add copter points along the coast and/or river territories.

I have separated Floreat and Scarborough as the adjustment - is this suitable?
Also if i add copters to Karrinyup and Como - suitable? That makes Como not so easy to hold, and I think Karrinyup because of space.

When I think of WA plants the old kangaroo paw Image Not sure how or where it could be used, or even if it is required as most wouldn't understand what it is.

I will think of something :idea: :idea:


excellent.. great work Cairns :D

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Mon Dec 30, 2013 7:00 am
by Razorvich
Greetings.

Like TeeGee, I am a fellow "Sandgroper"(Name for anyone from Western Australia)... been living here in Perth all my life.

A few things to consider, and I apologize if these points have already been covered.

1. Helicopters - Dianella has the TV stations so it is technically a helipad area. Perth Airport/Rotto all good there too. KARDINIA ...no way.
If it was to make the map "Useable" then yes ok, but you are missing one of the most important airports in the WHOLE of Australia... that being JANDAKOT.
If you look at the stats it has one of the highest arrivals/departures in ALL of Australia.

2. Jandakot is located pretty much where you have "CANNING". Canning should not be used as a name as it is a Shire rather than a place. Sure there is a suburb called Canning, but is known as "The CITY of CANNING", and takes in the suburbs of Riverton/Parkwood/Ferndale .. so this should be changed to "Jandakot"

3. Swan is also the same as Canning, and should be changed to "MORLEY"

Bummer that you haven't gone east of the airport :cry: you miss my house, some great suburbs out there too in the hills.

I really hope this helps, looking forward to playing this one for sure.

RAZ

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Mon Dec 30, 2013 2:19 pm
by cairnswk
Razorvich wrote:Greetings.

Like TeeGee, I am a fellow "Sandgroper"(Name for anyone from Western Australia)... been living here in Perth all my life.

Welcome aboard from a "banana bender" or as in "Origin" terms as "Cane Toad" (which we have graciously exported to the rest of Northern Australia LOL) ;)
A few things to consider, and I apologize if these points have already been covered.

1. Helicopters - Dianella has the TV stations so it is technically a helipad area. Perth Airport/Rotto all good there too. KARDINIA ...no way.
If it was to make the map "Useable" then yes ok, but you are missing one of the most important airports in the WHOLE of Australia... that being JANDAKOT.
If you look at the stats it has one of the highest arrivals/departures in ALL of Australia.

OK, i have removed the bush area under Leeming and placed Jandakot in there and moved the helicopter from the Kardinya to Jandakot.
From the Jandakot airport website...
Jandakot Airport is the major General Aviation Airport in Western Australia, and is one of the busiest airfields and largest aviation training bases in Australia.The primary function of ....Jandakot Airport is "air work" aviation rather than passenger transportation.

and from wiki...Jandakot comes in at Number 3 in "Top 12 by aircraft movements in 2009-2011 calendar years", but doesn't make this list "Top 11 by passenger traffic 1985–2011"
I had considered placing Jandakot on the map, but forgot about its importance as a helicopter centre when doing that, so thanks. :)

2. Jandakot is located pretty much where you have "CANNING". Canning should not be used as a name as it is a Shire rather than a place. Sure there is a suburb called Canning, but is known as "The CITY of CANNING", and takes in the suburbs of Riverton/Parkwood/Ferndale .. so this should be changed to "Jandakot"

I've changed the territory name to Canning Vale, but Parkwood has been named in the Legend as the region named rather than Canning.


3. Swan is also the same as Canning, and should be changed to "MORLEY"

Done ! :)

Bummer that you haven't gone east of the airport :cry: you miss my house, some great suburbs out there too in the hills.

What suburb? Is it close enough to be considered?

I really hope this helps, looking forward to playing this one for sure.
RAZ

Yes it does, and thank-you. :)

Re: CC: Perth [31.12.13] - V9 P6 - Gameplay

PostPosted: Mon Dec 30, 2013 2:36 pm
by cairnswk
Version 9.

Image

Re: CC: Perth [31.12.13] - V9 P6 - Gameplay

PostPosted: Thu Jan 02, 2014 2:15 am
by Nola_Lifer
Nice update, don't like the black text though for the tert names. Also, can I suggest that you make the bonus name if there is a tert bold or stand out a bit more. Just to make it easier for the game player. Also, game play suggestion I'd like to see Sorrento be 1 and not 2. :D