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Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Tue Sep 07, 2010 4:44 pm
by natty dread
both.

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Tue Sep 07, 2010 4:49 pm
by natty dread
What's more, I just checked, and the territory count is good too if all stations & industrial centers are coded as neutrals.

42 = golden number.

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Wed Sep 08, 2010 8:22 am
by natty dread
Ok I put in 888:s and some bonus amounts

Click image to enlarge.
image

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Thu Sep 09, 2010 12:31 pm
by Tupence
I'm liking the map so far. Do you have to hold the stations within the areas to get land bonuses?

I think you could darken the colour for China a bit; for my eyes it blends with Mongolia too well...
Also to me the mountain impassables aren't very clear, especially when bordering East Russia as they're a similar shade.

Could you move the 888 and name for Tuva up a bit? And maybe Zavkhan slightly to the right?

Oh yeah and I think the bonus for North Russia is a little high, 3 might be better when compared to Mongolia.

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Thu Sep 09, 2010 1:16 pm
by natty dread
Do you have to hold the stations within the areas to get land bonuses?


no, they're separate from the land bonuses.

I think you could darken the colour for China a bit; for my eyes it blends with Mongolia too well...
Also to me the mountain impassables aren't very clear, especially when bordering East Russia as they're a similar shade.


I'll deal with the graphics after the gameplay is done... this is just a gameplay draft, it is not meant to represent the final graphical form of the map.

As for north russia, I agree.

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Thu Sep 09, 2010 9:46 pm
by TaCktiX
My major issue with the map is the fonts. They just don't...fit. The title's great in that regard, but the territory names look bland and the explanation text doesn't quite match the "imperfect" style you're going for. The degradation looks more like graphical flaws than intentional additions for thematic accuracy.

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Thu Sep 09, 2010 9:48 pm
by Victor Sullivan
Yeah, the font does seem to be off, but wouldn't that be dealt with later? This is just the Melting Pot.

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Thu Sep 09, 2010 9:54 pm
by natty dread
natty_dread wrote:
I'll deal with the graphics after the gameplay is done... this is just a gameplay draft, it is not meant to represent the final graphical form of the map.

Re: Transsib <v6> p1,4 - let's go again!

PostPosted: Thu Sep 09, 2010 9:56 pm
by natty dread
however:

Click image to enlarge.
image

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 5:30 am
by Victor Sullivan
Nice 3D effects! I can't say which I like better, the one with the title at the top or the one with the title in the legend...

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 12:44 pm
by Industrial Helix
This map is ready for further discussion in the Gameplay Workshop!

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 1:07 pm
by The Bison King
whoo whoooooooo

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 1:13 pm
by natty dread
\:D/

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 2:16 pm
by Victor Sullivan
Break it down now! \:D/

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 7:50 pm
by natty dread
Ok, then for some gameplay development...

So, since there are less of the side stations and side lines on this map, this requires a bit different gameplay than OE.

As some of you remember, I was going to do this "+1 auto on each station" on the OE map, but then the gameplay kinda drifted in another direction. So on this map I'm giving it another shot...

Additionally I have bonuses for holding certain pieces of the rail on this map, instead of country-based bonuses.

So the stations are really powerful on this map. There are 5 rail bonuses, and with autodeploys they give:

St.P.-Kirov-Yekater. - 3 territories - 2+1 = 3 troops
Moscow-Novosibirsk - 4 territories - 1+5 = 6 troops
Novosibirsk-Chita - 4 territories - 1+4 = 5 troops
Chita-Vladivostok (via Tynda/Bir.) - 4 territories - 0+5 = 5 troops
Chita-Vladivostok (via Harbin) - 3 territories 2+3 = 5 troops
Beijing, Harbin & Seoul - 3 territories - 2+0 = 2 troops

So, does anyone think this makes the stations too powerful, like in such a scale that they might imbalance the game? Or could this be feasible?

This also raises the question of neutral counts for the stations: what is a good amount, that makes them hard to take, but not too hard so that players will just ignore them?

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 8:03 pm
by The Bison King
It's definitely complex but I don't think too powerfull. I think some of it needs to be re-arranged. For example holding from Moscow to Novosbirisk seems like it should be +2 to me.

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Fri Sep 10, 2010 8:05 pm
by The Bison King
...well, on second thought maybe the stations are too powerful... I'll look at this with greater thought tomorrow.

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Sat Sep 11, 2010 2:49 pm
by natty dread
Any more opinions on this?

Re: Transsib <v7> p1,4 - let's go again!

PostPosted: Sat Sep 11, 2010 5:43 pm
by Victor Sullivan
I got nothing. Just graphics suggestions.

Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

PostPosted: Sun Sep 12, 2010 3:11 pm
by The Bison King
I kind of think if the victory condition is hold the stations, and if each station is a +1 auto deploy it will inevitably lead to players ignoring the regular territories and stacking on the stations.

Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

PostPosted: Sun Sep 12, 2010 3:16 pm
by natty dread
I could increase the objective to hold all the transsib stations...

You know, I'm starting to think I should wait and see how OE does in beta to see how that objective works in practice, so I'll know what to do with this map...

Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

PostPosted: Mon Sep 13, 2010 9:03 am
by Evil DIMwit
natty_dread wrote:I could increase the objective to hold all the transsib stations...

You know, I'm starting to think I should wait and see how OE does in beta to see how that objective works in practice, so I'll know what to do with this map...


That would make it easier on you.

Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

PostPosted: Thu Sep 16, 2010 6:21 am
by natty dread
Hm. I guess I could put this thing on hold until OE has been in beta for a while...

No need to bin this though, I hope it won't be that long ;)

Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

PostPosted: Wed Sep 29, 2010 5:45 am
by natty dread
I think, with some experience on OE now, I'm going to keep the objective low... I might even lower it - I may even have to lower OE:s objective (amount of stations to hold) so I think there's no point increasing it here...

As for the station bonus... I think the autodeploys could work for this map. Not sure but maybe?

Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

PostPosted: Sun Oct 10, 2010 8:17 am
by natty dread
Anyone have any input on this?

I don't really have any idea what to do with this now.