Salem's Switch V36 [Quenched]

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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Mon Aug 22, 2011 11:46 am

Thanks Nola-lifer for commenting :)
Nola_Lifer wrote:Few things here. Gossip is hard to read in the green there in the top left.

OK i'll try to fix that
The white with the font is hard to read on legen and some what on the board.

New colour required perhaps ? Different font ? I'd like to retain some character font on the map.
You miss spelled against.

if you mean agin...it is not misspelled...even though Salem is not Upper Southern U.S., i think it is appropriate use.
a·gin (-gn) Chiefly Upper Southern U.S.
prep.
1. Against.
2. Opposed to: I'm agin him.

You have persons hung, but what about it?

Well, not mentioned in the story but true to history, those persons were hung as result of the gossiping and witch trials...

On a side note, it would be interesting to see that the buggy stops can attack any adjacent region on that road. For example, if you were to take B16 you could attack William Osbourne, Alice Shaflin, Family stone, Josepht Buxton, George Jacobs Sn. and Trasks Mills.
:D

I see what you mean, Yes it might be interesting, but that is not the gaemplay deisgned for these buggy stops, and i'd really like to stick to that gameplay, otherwise the map becomes too "normal"
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Re: Salem's Switch [22.8.11] V10-P10

Postby cairnswk on Mon Aug 22, 2011 11:47 am

Current Version 10 Small
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby natty dread on Mon Aug 22, 2011 12:03 pm

One graphical thing that has been bothering me for a while: on the title, on the right eye there seems to be a hard line that looks weird... where the dark grey just kind of abruptly turns lighter. It'd be good to smooth out that line, make it more like the left side.

Also what's up with Sarah Good... is she an accused and if so, why isn't the whole territory coloured like the rest? (Sorry if you've mentioned this somewhere, I may have missed it).

So the Buggy stops reset to 2 neutrals? The legend is a bit ambiguous. It says they are killer neutrals, but the (-2) would imply a 2 troop decay... I think the wording of the legend could use a bit of clarification there.

Is the 7 landowners bonus cumulative, ie. will you get +4 for holding 14? Or just the +2 for any amount over 7?

The Judges bonus could be higher than 3, I think. There's 5 territories, all but 2 of them are spread around in different neighbourhoods... same with the reverends bonus. Although, I think both of these could use some kind of collection mechanism instead of a solid bonus for holding all of them. Something like a +2 for 3 maybe?

One more thing, the first bonus has both Prison and Judges... but the Prison seems to be a part of the Judges bonus, so isn't it redundant mentioning them both?

Keep up the good work. I like how this is shaping up, it's bound to be an interesting gameplay.
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby Nola_Lifer on Mon Aug 22, 2011 1:02 pm

I think its the spacing of the font and maybe not so much the color. Not sure, it just seems like everything is thrown together.
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Mon Aug 22, 2011 6:18 pm

Nola_Lifer wrote:I think its the spacing of the font and maybe not so much the color. Not sure, it just seems like everything is thrown together.

I've changed the font next version to Callibri so it is a lot clearer to read and even with the white looks good IMO. :)
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Mon Aug 22, 2011 6:20 pm

natty_dread wrote:.... I like how this is shaping up, it's bound to be an interesting gameplay.

Good, i'll get onto your stuff and post a new update on Thursday. Right now, uni is pressing.
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Wed Aug 24, 2011 2:01 am

natty_dread wrote:One graphical thing that has been bothering me for a while: on the title, on the right eye there seems to be a hard line that looks weird... where the dark grey just kind of abruptly turns lighter. It'd be good to smooth out that line, make it more like the left side.

Yes natty i know that is there and will address it more towards when the graphic are being done better...i want to try to do my own eyes in the same style - mean paint the eyes, not actually cairnswk's eyes.

Also what's up with Sarah Good... is she an accused and if so, why isn't the whole territory coloured like the rest? (Sorry if you've mentioned this somewhere, I may have missed it).

That was a hang over from something i was trying to differentiate the territories with. Gone with the wind = = ... :)

So the Buggy stops reset to 2 neutrals? The legend is a bit ambiguous. It says they are killer neutrals, but the (-2) would imply a 2 troop decay... I think the wording of the legend could use a bit of clarification there.

Yes i just removed the -2 from that text.

Is the 7 landowners bonus cumulative, ie. will you get +4 for holding 14? Or just the +2 for any amount over 7?

Well what do you think? Should it be/or not?


One more thing, the first bonus has both Prison and Judges... but the Prison seems to be a part of the Judges bonus, so isn't it redundant mentioning them both?

Yes i simply changed the colour of the prison. it wouldn't have been redundant to mention it anyway even if it had stayed red.

The Judges bonus could be higher than 3, I think. There's 5 territories, all but 2 of them are spread around in different neighbourhoods... same with the reverends bonus. Although, I think both of these could use some kind of collection mechanism instead of a solid bonus for holding all of them. Something like a +2 for 3 maybe?


OK, now this i would like to discuss more...
Firstly, the Reverends....there are two in the map at large and two in the township. One is more than enough for the township i think. So, i was thinking of moving REv Noyes out of town and take up his space with a bigger Prison Space, and move the Town Common more over tyo the left.
Then, there is a large space around Joseph Buxton and George Jacobs...could i make Rev Noyes a visitor to George Jacobs but still have him connected to the Buggy Stop without having to explain that in the legend (put a buggy behind him), and this way the reverends would be more spread out.
Would that make Rev Noyes and Rev Higginson too closely located?
Does Rev Noyes need to go over near Giles Cory and William Shaw for better placement?

Thereafter, the Reverends bonus could change to something like:
+3 for one Reverend and 6 landowners.

Secondly, the Judges....
Could there be a bonus for one judge and so many accussed or accussers?
All the judges are based in town, which means that anyone wanting to gain that bonus would have to travel to town which could be quite a chore for some stuck up in the never reaches of the map.
Should all the judges be killer neutrals or some kind of reduction neutrals in order to hold a bonus such as mentioned above.

I'm simlply throwing some gameplay options out there for consideration because I think this has good potential to so somthing different.
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby natty dread on Wed Aug 24, 2011 3:08 am

cairnswk wrote:i want to try to do my own eyes in the same style - mean paint the eyes, not actually cairnswk's eyes.


On the other hand it'd be kinda cool to have cairnswk's eyes on the map... give it a little personal touch :lol:

cairnswk wrote:Well what do you think? Should it be/or not?


I think, yes.

cairnswk wrote:Does Rev Noyes need to go over near Giles Cory and William Shaw for better placement?


That sounds good IMO... they'd be evenly accross the map that way.

cairnswk wrote:Thereafter, the Reverends bonus could change to something like:
+3 for one Reverend and 6 landowners.


Hm, maybe 2 reverends and 5 landowners? Cumulative, so that 4 reverends and 10 landowners would give double, and so on...

cairnswk wrote:Could there be a bonus for one judge and so many accussed or accussers?
Should all the judges be killer neutrals or some kind of reduction neutrals in order to hold a bonus such as mentioned above.


Well, firstly I don't think killer neutrals or decays would provide much of a gameplay improvement. Killer neutrals is out of the question since you could never hold them, and I fear even decays would still make the bonus unfeasible...

Perhaps the judges could have a more dynamic role, such as bombarding the accused or hanged?
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby ender516 on Wed Aug 24, 2011 7:45 am

I like that bombardment idea. What if there were a constable,accessible only through the judges, who could bombard (with a summons or a subpoena)?
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby AndyDufresne on Wed Aug 24, 2011 10:12 am

ender516 wrote:I like that bombardment idea. What if there were a constable,accessible only through the judges, who could bombard (with a summons or a subpoena)?


Imagine taking this post out of the context of a map's gameplay discussion. It sounds strangely awesome.

Anyways, this is my first real look at the map, and I'm afraid I don't have much to add in terms of gameplay, since it looks like the type of map I'd probably avoid playing on.

The graphics are within the cairnswk niche with which I've become familiar (I think I could identify your maps because of the usual aesthetic you employ). I'll stop by again later, with some thoughts other than random first impressions. :)


--Andy
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Wed Aug 24, 2011 5:43 pm

Version 11 small.
Changes:
1. Clarified the buggy stops and road travel
2. buggy stop names attached to army circles
3. new icons for person hung
4. prison colour changed so it is not confused as part of judges
5. Rev Noyes moved over neat Giles Cory to balance map a bit more...too difficult to make him visiting in a buggy at present, but will think of ways to achieve this.
6. Accussed and Accusser colour changes to make it easier on the eyes and clarify better the bonus and map territories

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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Wed Aug 24, 2011 8:06 pm

ender516 wrote:I like that bombardment idea. What if there were a constable,accessible only through the judges, who could bombard (with a summons or a subpoena)?

OK, i'll try to add something like that idea to the next version. Thanks ender516.
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Wed Aug 24, 2011 8:09 pm

AndyDufresne wrote:...
Anyways, this is my first real look at the map, and I'm afraid I don't have much to add in terms of gameplay, since it looks like the type of map I'd probably avoid playing on.

Oh Andy, you nearly always say that about my maps, i wonder if there is ever going to be a time when...

The graphics are within the cairnswk niche with which I've become familiar (I think I could identify your maps because of the usual aesthetic you employ).

usual aesthetic or unusual aesthitic??

I'll stop by again later, with some thoughts other than random first impressions. :)
--Andy

I look forward to that hopefully with better outcomes. :)
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Re: Salem's Switch [25.8.11] V11-P10 Gameplay Discussion

Postby cairnswk on Wed Aug 24, 2011 9:43 pm

This is a very early look at how the armies might sit...
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby AndyDufresne on Thu Aug 25, 2011 9:25 am

cairnswk wrote:
AndyDufresne wrote:...
Anyways, this is my first real look at the map, and I'm afraid I don't have much to add in terms of gameplay, since it looks like the type of map I'd probably avoid playing on.

Oh Andy, you nearly always say that about my maps, i wonder if there is ever going to be a time when...

If you ever get back to making a map like CCC, perhaps I'll have more in terms of gameplay discussion! But when it gets outside the realm of what I usually play, I leave it up to those who are more familiar with enhanced gameplay!

I think the noose icon is on the right track, though probably not this iteration. It kind of looks like an upside down keyhole or something. I'm also not sure about the use of white for the icon, since it makes it blend in unassumingly.

But something like this might be a good step: Image

In regards to the top purple text, is that font bold? I wonder if it'd look better without the bold if it is, or a font with a little less bold.

The legend on the right also has some chore to reading it. The gray on dark isn't too bad, but the red is a little so.


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Re: Salem's Switch [25.8.11] V11-P10 Gameplay Discussion

Postby Seamus76 on Thu Aug 25, 2011 12:05 pm

Looking good. It's a little out of my realm as well, but I think it's would be fun to play.

I really like Andy's noose icon in the last post. Adding that will really bring the "Person Hung" into the theme, and make it more clear on the map what that is supposed to be.
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Re: Salem's Switch [22.8.11] V10-P9 Gameplay Discussion

Postby cairnswk on Thu Aug 25, 2011 4:13 pm

AndyDufresne wrote:...
I think the noose icon is on the right track, though probably not this iteration. It kind of looks like an upside down keyhole or something. I'm also not sure about the use of white for the icon, since it makes it blend in unassumingly.

But something like this might be a good step: Image

You're right of course. i'll adjust the image and try to find a more appropriate colour.

In regards to the top purple text, is that font bold? I wonder if it'd look better without the bold if it is, or a font with a little less bold.

no it wasn't bold, but in my vector Coreldraw, which this map is being done with, the font has a fill and outline, and the outline is turned on. So all it needs is the outline turned off and then i upscaled the font by .1 pt.

The legend on the right also has some chore to reading it. The gray on dark isn't too bad, but the red is a little so.
--Andy

Mmmm, i thought the moss green (landowners) would have been difficult to read. But i will see about doing something with both in next version.
Thanks Andy.

Seamus76 wrote:Looking good. It's a little out of my realm as well, but I think it's would be fun to play.

I really like Andy's noose icon in the last post. Adding that will really bring the "Person Hung" into the theme, and make it more clear on the map what that is supposed to be.

Thanks Seamus76. Surely you jest about it being out of your league when you produce a map like Tribal War Florida. Anyways, the noose icon will be altered. :)
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Re: Salem's Switch [25.8.11] V11-P10 Fence Impassables

Postby cairnswk on Fri Aug 26, 2011 7:35 am

Next Question....
Where should the fence impassables go i.e. between landowners? On which boundary lines?
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Re: Salem's Switch [25.8.11] V11-P10 Fences?

Postby Seamus76 on Fri Aug 26, 2011 8:51 am

Thanks Seamus76. Surely you jest about it being out of your league when you produce a map like Tribal War Florida. Anyways, the noose icon will be altered.

Fake it till you make it right, isn't that what they say? :lol:

The more I look at this map, the more I really like the game play, especially the road impassables. Thinking about fence impassables just blew my mind, in a good way. I think that would add an even greater level of strategy, especially adding them in between the landowners. There would be one area that might get a little tight, where Dr W Grigg is located. The whole area is landowners, and if there were impassables around each, if that does come to pass, then it looks like a couple of them might be trapped, no?
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Re: Salem's Switch [25.8.11] V11-P10 Fences?

Postby ender516 on Fri Aug 26, 2011 12:21 pm

I am fairly sure that cairnswk was not proposing fences for every landowner boundary. The question would seem to be where.
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Re: Salem's Switch [25.8.11] V11-P10 Fences?

Postby Seamus76 on Fri Aug 26, 2011 12:50 pm

Well that would make a whole lot more sense, my bad.
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Re: Salem's Switch [25.8.11] V11-P10 Fences?

Postby gimil on Fri Aug 26, 2011 1:21 pm

Hi cairns,

I am not really digging the image of the eyes. Your whole map is of flat solid colours but the eyes, well they are full of depth and shadows and really don't fit the rest of your map. Not sure of what a possible solution is but I am sure you can work something out ;)


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Re: Salem's Switch [25.8.11] V11-P10 Fences?

Postby cairnswk on Fri Aug 26, 2011 2:55 pm

Seamus76 wrote:...
Fake it till you make it right, isn't that what they say? :lol:

The more I look at this map, the more I really like the game play, especially the road impassables. Thinking about fence impassables just blew my mind, in a good way. I think that would add an even greater level of strategy, especially adding them in between the landowners. There would be one area that might get a little tight, where Dr W Grigg is located. The whole area is landowners, and if there were impassables around each, if that does come to pass, then it looks like a couple of them might be trapped, no?

Thanks Seamus76 for thinking about the fences.
Yes we can't have landowners trapped of course. I think a fence between Blake and Trask, then running along the top of Doidge Grists mills to the river.
Looking at the Barney and Creasy, do you think another Buggy Stop would be appropriate 'tween those two?
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Re: Salem's Switch [25.8.11] V11-P10 Fences?

Postby cairnswk on Fri Aug 26, 2011 2:59 pm

ender516 wrote:...The question would seem to be where.

Correct? Thanks ender516
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Re: Salem's Switch [25.8.11] V11-P10 Fences?

Postby cairnswk on Fri Aug 26, 2011 3:00 pm

gimil wrote:Hi cairns,

I am not really digging the image of the eyes. Your whole map is of flat solid colours but the eyes, well they are full of depth and shadows and really don't fit the rest of your map. Not sure of what a possible solution is but I am sure you can work something out ;)


Gimil

Thanks gimil for popping in.
Can i put this one on the back burner until graphics. That way there is plenty of time to think of a solution.
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