Moderator: Cartographers
TaCktiX wrote:I really like the new fences, and the trees are a good addition to the darkness of the map (gogo autumn colors!). I do agree that the thickets don't work though. I can't put my finger exactly on what's wrong with them, they just don't look right.
Nola_Lifer wrote:Only thicket I don't like is the one between Putnam and Sarah Cloyce. It just seems odd. The others look good though!
MarshalNey wrote:There seem to be a lot of 'isolated' regions that can only break out or be attacked by going through a buggy killer neutral, which could have consequences for escalating games for instance, but really I don't consider that a big deal... it could even be rather interesting.
As for the bonus values... while I agree with Sully's suggestions, particularly with the Witch Hill + Prison + .... bonus, I also think that it is not necessary to focus too much on balancing all of the bonuses against each other. Balance among all gameplay elements is more friendly to beginning players, but really I never considered these kinds of maps to be geared toward that sort of audience- it's a complex, deep strategy map meant to appeal to ambitious or veteran players. I'm not sure it's necessary to tweak all of the bonuses so that they provide comparable benefit for their cost.
The map's scheme follows the classic cairnswk 'layer' system where a single region or group of regions can apply to multiple bonuses. Thus, some bonuses could be considered 'kicker'/'support'/'secondary'-type bonuses that would only be pursued as the cherry on the sundae, so to speak, rather than as a core bonus to build a power base. Obviously gross differences in cost vs. benefit among the bonuses could be a problem, but I'm not seeing that here.
That said, the Witch Hill + Prison + Judges + any Hanged bonus should be easier to accomplish than it is, not to balance it against other bonuses so much as to make it more attractive. Witch Hill and the Prison should have more of a spotlight in the gameplay of the map!
Thus, my feeling is that the bonus should be strengthened for thematic purposes. Right now, Witch Hill and the Prison are kind of a distant 'secondary' bonus and will probably be ignored in most (not all) games.
I may need to look at the map again with fresh eyes in a day or two, but right now I think it's overall stamp-worthy.
-- Marhsal Ney
Victor Sullivan wrote:Hm, looking at it again... Tituba has a large advantage, given there's an Accuser right next door... Hm.
-Sully
cairnswk wrote:Victor Sullivan wrote:Hm, looking at it again... Tituba has a large advantage, given there's an Accuser right next door... Hm.
-Sully
Yes she has, so the only thing to do there is for an impassable..i wouldn't want to lose her as starter as she was one of the original accused.
Victor Sullivan wrote:cairnswk wrote:Victor Sullivan wrote:Hm, looking at it again... Tituba has a large advantage, given there's an Accuser right next door... Hm.
-Sully
Yes she has, so the only thing to do there is for an impassable..i wouldn't want to lose her as starter as she was one of the original accused.
Too true, my friend! An impassable might be okay, though it would close her off a bit.
-Sully
ender516 wrote:Are we concerned that Tituba is too close to Elizabeth Parris, or just that she is adjacent to Samuel Brabrook?
TaCktiX wrote:This is a conquest map? I just don't see it as conquest. I see it more as a standard map with dispersion bonuses. Perhaps instead of conquest just have starting neutrals to prevent freebie bonuses?
ender516 wrote:Just spitballing here: what about a road instead of a fence with a new buggy stop where Tituba, Samuel Brabrook, and Elizabeth Parris meet?
MarshalNey wrote:TaCktiX wrote:This is a conquest map? I just don't see it as conquest. I see it more as a standard map with dispersion bonuses. Perhaps instead of conquest just have starting neutrals to prevent freebie bonuses?
I agree with this strongly, but if this was meant to be a conquest map from the beginning then of course go with that.
I think some clarification needs to go into the first post. Unfortunately, the specification of neutral vs. open deployment regions on the map was left out of the map template (my fault as I didn't comment in the thread at the time it was being made). Anyway, it's a big deal as far as gameplay is concerned, and I made the assumption that the map was open deployment...
I'll wait to comment on the starting positions until I know for certain whether this is a conquest or open-deployment map.
...- Marshal Ney
Users browsing this forum: No registered users