Marvaddin wrote:Drug operation just near the City Hall??? In movies they are always on ports, and we Brazilians think about them on slugs (maybe a better idea). So near the city hall is very strange...
Marvaddin wrote:And phones attacking phones????
Marvaddin wrote:Too much reading to understand the bonuses, too much small bonuses, and a simplist objective, like hold a continent and an specific territory. I think, if the objective is too hard, it will be ignored like in Age of Magic map. If not, it will be taken too easily.
edbeard wrote:phones are necessary to give more movement around the map
edbeard wrote:Some tinkering is definitely needed though. I think the Hideout sector needs a boost for one. Maybe a slight bonus increase for each muscle (when you have 2nd or Leader).
edbeard wrote:It is 'rules heavy' but how many times do you have to play a 'rules heavy' map before you figure out how it works?
laci_mae wrote:Hey Ed,
I like the color coded labels indicating bonuses.
I don't know about the green (new) graphics. I kinda dig the existing color scheme.
I like this version better. It adds more to the map instead of just being plain. It doesn't make sense to have details in 5 sectors and not in the corners
I'm confused about why the Driver territory has a table instead of a car. Also, I'm still not comfortable with the supplier territory graphics. It's better because you shifted the label, but having it still looks like the table and the helicopter should be separate territories. Please consider making this one box with one graphical feature.
I'll pass this comment on to Telvannia
The three columns could be made equal in width. There is a lot of extra space in the middle column because there are only 5 or 6 territories whereas the narrower outer columns have up to 8 territories in a section.
They could be but I don't think it makes much of a difference. The Stash House sector needed to be somewhat big so I think it all works.
Is there a bonus for holding the Stash House?
There is not. I don't want anyone holding that for a bonus. You want people getting bonuses and objective areas on the outside and fighting to hold the main stash too.
Do you have to hold the whole objective at the beginning of a turn or just by the end of a turn to win?
Beginning of your turn. Everyone gets a chance to stop you.
:hoping you're a girl face:
oaktown wrote:edbeard wrote:phones are necessary to give more movement around the map
What if they were changed to Garages? Cars? You could say that each garage can attack each other, and even throw in some "drive-by" bombardments if you wanted.
Well there's plenty of cars on the map already (as you'll see from the mini-update below), but Phones work because they'd be located in a public place. Communication and movement are synonymous!
I believe those white lines are street lights. I'd have to ask Telvannia though.
we got rid of them as you'll see belowedbeard wrote:It is 'rules heavy' but how many times do you have to play a 'rules heavy' map before you figure out how it works?
There are a lot of rules, but not so many that it isn't playable. For me what is making this map a bit hard to follow is that the legend is still a work in progress. Once some elements of the legend are cleaned up I think the rules will be easier to follow... e.g. the line breaks, words bleeding over lines, extraneous information like the date and time, clunky font, the block in the middle breaking it up, the symbols that get a bit lost in the background, etc.
I'll pass this comment on to Telvannia as well
babinecz wrote:just looks like prohibition chicago, and is still a stupid idea
oaktown wrote:Legend thought: What if you start with the title where it is, but put the mini-map below it. This would allow you to have one or two columns of legend data to the right of the title/mini map in an unbroken block. And while I don't love the choice of font, I recognize the look you're going for... but maybe lose the italics on it? I'm cool with the look of the map itself, but the legend still seems clunky.
edbeard wrote:Since you're the gameplay stamp dude, how about your thoughts on that? Here's how the starting territories and neutrals look
AndyDufresne wrote:Regarding patrols, **scratches his chin, eats a banana** you could bump the number up to 6. I think I like that more than bumping the value down to 3....hm
natty_dread wrote:I was wrong
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