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AndyDufresne wrote:Looking good so far, I'll have to give these maps a better look over soon.
--Andy
nolefan5311 wrote:I agree, these look great.
koontz, if they're not already there (I haven't checked) can you post an image in the first post of which regions start neutral and what they start as?
Also, some of the text in the corner circles are a little hard to read. I really like the font, but it's hard to read for me. Also, for Austrem, I think the winning condition needs to be changed since its tough to tell which ships are Exploratorum (only the ones in the upper right sea?), and which ones aren't.
DoomYoshi wrote:Misc. Thoughts
Vertex:
15 territories is too many for a victory condition. An 8-player No Spoils would never finish.
Austrum
Baird sucks too much to be a starting point. Also, having killer starting positions is an extremely controversial decision... I figured we would no longer do that after the "Dust Bowl Dust Up".
Both:
The positions don't correlate to each other very well. In Vertex Rho and Cos are adjacent, but in Austrum, they are quite seperate. I was assuming this is too poles of the same world, is this not the case?
koontz1973 wrote:DoomYoshi wrote:Misc. Thoughts
Vertex:
15 territories is too many for a victory condition. An 8-player No Spoils would never finish.
It would then just end up being a normal game of elimination. I can understand that the 15 might be high for 8 player no spoils, but 8 player esc game, the first round of spoils go to 25 and that might make it to low.
If someone has victory conditon, there is a decent chance that another player can hit any one of the 15 terts though. Needs more input from others I guess, I rarely if ever go for victory conditions.Austrum
Baird sucks too much to be a starting point. Also, having killer starting positions is an extremely controversial decision... I figured we would no longer do that after the "Dust Bowl Dust Up".
Hayes is in the same position as Baird. But the starting positions for the ships is not a crucial one to stay in the game. They are just part of the normal deploy. But as the winning condition is to hold Meridiem and 5 ships, I wanted all players to start with at least one in all games. In a two player game, each player will get 16 territs over all. (2 ships, 6 from the middle and 8 going around the outside). I would consider only having one or two in the middle given out as the positions. Then I can balance the game better for the ships. So Baird and Hayes would get a territ close to Meridiem whilst the others further out. As for the decays being starting positions, Dust bowl should be sorted now as a new xml was written and I have decays as positions in Rorke's Drift so I do understand some players feelings toward this.
I mean that Baird sucks, because it only connects to a single land territory, and that territory is a decay. Hayes connects to 2 land territories, one of which is not a decay. The man-in-the-middle element doesn't help either.Both:
The positions don't correlate to each other very well. In Vertex Rho and Cos are adjacent, but in Austrum, they are quite seperate. I was assuming this is too poles of the same world, is this not the case?
Both have latin names. It gives a other world feel whilst grounding the maps in reality. I used lakes and rivers as place names became to recognisable. Will make sure to go around and remove any name that is duplicated.
koontz1973 wrote:I understand now about Baird. Will see to a solution tonight.
Victory conditions are rarely used unless you really need to. Now that I see your point clearly, I can see that a reduction is in order. How about 5 or 7?
DoomYoshi wrote:I love the new ships.
Are the starting positions mapped out so that if you start with Alston, you also start with AS1 (the red start)?
Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
koontz1973 wrote:Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
Ship in legend and on the map are the same in every detail. The ones in the the legend though have been brought out (duplicated that layer) to aid gameplay. Without them, a couple of people where wondering what an Exploratorum was as I had ships all around the board. And before you ask, no I will not be bringing the ones on the map out like that.
Seamus76 wrote:koontz1973 wrote:Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
Ship in legend and on the map are the same in every detail. The ones in the the legend though have been brought out (duplicated that layer) to aid gameplay. Without them, a couple of people where wondering what an Exploratorum was as I had ships all around the board. And before you ask, no I will not be bringing the ones on the map out like that.
Ok, you can't say they are "the same in every detail", and then say the ones in the legend are different. They are not the same, and the ones on the legend look better so why not make the ones on the map look better? Obviously you don't have to bring the ones on the map out more, but somewhere along the way I'm sure someone else will point it out or ask them to be changed.
Just a little nit-pick, while I'm sure you would rather some constructive info. Sorry
DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
koontz1973 wrote:DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.
DoomYoshi wrote:koontz1973 wrote:DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.
Oh. I thought the outer islands started neutral. My bad.
AndyDufresne wrote:Looking really terrific. Like the new glow and colors and the slanted names.
Is there a reason why Arctous looks all special font wise, and Meridiem doesn't? I may have missed something.
--Andy
AndyDufresne wrote:I kind of liked the special color / text for the central region of both maps...! That is what I meant.
--Andy
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