Moderator: Cartographers
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(machine gun here)
oaktown wrote:Machine gun: I prefer "B" but I think the color needs to pop out just a bit more - tough on the colorblind eyes. And since there are multiple machine guns in that image, you may need to make the others lighter or less opaque to make it clear what you are getting at.
oaktown wrote: I'm hoping that things will become more clear as you post the starting values of neutrals and starting locations for players, since that will give a better sense of how the map will play and how bonuses are structured
oaktown wrote:Trenches, I assume, are the three or four territory boxes, making them regions; you get an auto-deployed bonus for holding the entire region, but I don't see how armies can auto-deploy into a multiple-territory region.
oaktown wrote:The bit about machine guns only bombarding No-Mans land is confusing, because it immediately raises questions about whether or not you can hit the opposing machine guns (which I see that you can from the FAQ). You should either spell out what it can hit, or what it can't hit - right now you do both with no mention of the machine guns.
oaktown wrote:"Orders" - reinforcements, mortars, and artillery - I assume will become more clear with future versions. Same with foxholes, which I'm guessing are the dark holes in the no-man's land... they'll need to be better distinguished.
cairnswk wrote:i prefer the wider view myself, even for the inset. It makes is absolutely clear what can be targeted and leaves no doubt. perhaps combine the two for the inset.
Tense wrote:The angle 90 degrees should be represented as shown here:
http://en.wikipedia.org/wiki/Image:Right_angle.svg
Incandenza wrote:oaktown wrote:Trenches, I assume, are the three or four territory boxes, making them regions; you get an auto-deployed bonus for holding the entire region, but I don't see how armies can auto-deploy into a multiple-territory region.
When you hold the whole trench, each terit would get a +1. It's waiting on some sort of xml thing, yeti would know better than I.
// Helper continent to reduce bloat.
<continent>
<name>Trench A</name>
<bonus>0</bonus>
<components>
<territory>B4</territory>
<territory>B5</territory>
<territory>C5</territory>
</components>
</continent>
// auto deploy continent to B4
<continent>
<name>Trench A Bonus>
<bonus>1</bonus>
<components>
<continent>Trench A</continent>
<components>
<deploy>B4</deploy>
</continent>
// auto deploy continent to B5
<continent>
<name>Trench A Bonus>
<bonus>1</bonus>
<components>
<continent>Trench A</continent>
<components>
<deploy>B5</deploy>
</continent>
// auto deploy continent to C5
<continent>
<name>Trench A Bonus>
<bonus>1</bonus>
<components>
<continent>Trench A</continent>
<components>
<deploy>C5</deploy>
</continent>
Androidz wrote:Mibi im pretty sure this isint possible in this Xml. But what would be cool is when you've conquered the Machinegun, then all terretories you can bombard with it will turn red as Option B. With this you don't have to add it to Legend.
This would also give it a more warish theme:P
Incandenza wrote:Androidz wrote:Mibi im pretty sure this isint possible in this Xml. But what would be cool is when you've conquered the Machinegun, then all terretories you can bombard with it will turn red as Option B. With this you don't have to add it to Legend.
This would also give it a more warish theme:P
Yeah, I don't think dynamic graphics are possible... besides, even if it were, we'd still need the info in the legend. One could make an argument that the use of the drop-downs and map inspect will make things very clear once a game is in-progress, but official foundry policy has always been (to my knowledge) that all needed information and instructions should be contained in the legend.
Oh, and new update soon-ish!
mibi wrote:I was wondering is the desirability of the fox holes. once a player reaches af ox hole they have two options take out 10 in a leteral movement and get intoa foxhole, or take out 22 in a forward movement and get into the other players trench. per haps the fox hole should be reduced to 5 to seem more like an oasis from the constant neutral attacking.
t-o-m wrote:mibi wrote:I was wondering is the desirability of the fox holes. once a player reaches af ox hole they have two options take out 10 in a leteral movement and get intoa foxhole, or take out 22 in a forward movement and get into the other players trench. per haps the fox hole should be reduced to 5 to seem more like an oasis from the constant neutral attacking.
I would play this in speed dubs freestlye, so i would have one person on a machine gun gunning down the neutrals whilst the attacker moves forward keeping his armies.
This would be good for that style of play, however i realise you're looking to evaluate the gameplay for all settings.
t-o-m wrote:Would there be any way to make sure a team gets a drop on the same side?
yeti_c wrote:t-o-m wrote:Would there be any way to make sure a team gets a drop on the same side?
No - Again this has been asked for in the XML.
C.
t-o-m wrote:yeti_c wrote:t-o-m wrote:Would there be any way to make sure a team gets a drop on the same side?
No - Again this has been asked for in the XML.
C.
I hope it gets through, that would make this map even better than it could possibly get.
Incandenza wrote:I concur with the idea of lowering the foxhole neutral (perhaps even substantially), it fits with the whole concept of the foxholes as being safe havens.
And I agree with tom that this map will be highly entertaining in dubs, with quite a few tricks that can be employed.
Androidz, bear in mind that on the map with neutrals, any space that's blank is a starting terit.
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