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Re: Jamaica V3 - Pirates/Colonials added

PostPosted: Mon Feb 02, 2009 5:56 pm
by LED ZEPPELINER
captainwalrus wrote:Three drafts and it is already and advanced draft?! :-s

to get a draft stamp, only two quality drafts are required

Re: Jamaica V3 - Pirates/Colonials added

PostPosted: Mon Feb 02, 2009 5:58 pm
by the.killing.44
LED ZEPPELINER wrote:
captainwalrus wrote:Three drafts and it is already and advanced draft?! :-s

to get a draft stamp, only two quality drafts are required

That's not what he was saying … this map got Adv. Draft mighty quick :-k

.44

Re: Jamaica V3 - Pirates/Colonials added

PostPosted: Mon Feb 02, 2009 6:00 pm
by ZeakCytho
the.killing.44 wrote:
LED ZEPPELINER wrote:
captainwalrus wrote:Three drafts and it is already and advanced draft?! :-s

to get a draft stamp, only two quality drafts are required

That's not what he was saying … this map got Adv. Draft mighty quick :-k

.44


Quite frankly, the first three drafts of this map are better than a lot of what's in the drafting room now, which is why it advanced so quickly.

Re: Jamaica V3 - Pirates/Colonials added

PostPosted: Mon Feb 02, 2009 6:01 pm
by the.killing.44
Oh, I'm not arguing — great job cairns. But I think that Trafalgar's was better and that didn't get here as quick … just MHO.

.44

Re: Jamaica V5

PostPosted: Wed Feb 04, 2009 5:34 pm
by cairnswk
These Version 5 changes are not complete yet....i'm putting this up as i have to go out for a few hours...so just a little preview

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Re: Jamaica V3 - Pirates/Colonials added

PostPosted: Wed Feb 04, 2009 5:49 pm
by The Neon Peon
I don't like that if I take a port, the person who goes after me can take it from me just as easily as any neutral port.

Re: Jamaica V3 - Pirates/Colonials added

PostPosted: Wed Feb 04, 2009 9:52 pm
by cairnswk
The Neon Peon wrote:I don't like that if I take a port, the person who goes after me can take it from me just as easily as any neutral port.

Can you offer an alternative?

Re: Jamaica V3 - Pirates/Colonials added

PostPosted: Wed Feb 04, 2009 10:08 pm
by LED ZEPPELINER
make it so that specific ships can attack specific ports

Re: Jamaica V5

PostPosted: Thu Feb 05, 2009 12:04 am
by cairnswk
LED ZEPPELINER wrote:make it so that specific ships can attack specific ports

You mean like this...please refresh your screen to see the changed V5

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Re: Jamaica V5 - Gameplay discussions

PostPosted: Thu Feb 05, 2009 12:06 am
by the.killing.44
I like that, but the blur of the swords makes … me … … wooooooozy … … … 8-[

.44

Re: Jamaica V5 - Gameplay discussions

PostPosted: Thu Feb 05, 2009 12:08 am
by cairnswk
the.killing.44 wrote:I like that, but the blur of the swords makes … me … … wooooooozy … … … 8-[
.44

Please .44, it's only V5 and i'm still learning about this new software and drawing swords...i am aware that it is still horrible, but please..... ;)

Re: Jamaica V5

PostPosted: Thu Feb 05, 2009 12:09 am
by cairnswk
Current Version
LED ZEPPELINER wrote:make it so that specific ships can attack specific ports

You mean like this...please refresh your screen to see the changed V5

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Re: Jamaica V5(P4) - Gameplay discussions

PostPosted: Thu Feb 05, 2009 12:17 am
by the.killing.44
I'm only kiddin' with ya, cairns. Umm, question: is there a space in the mountainst b/w Gordon Town and Port Antonio?

And as for gameplay, my worry is that say France could go from France › Pt. Antonio › St. Mary, where they can cut off Bristol at a chokepoint. Well, it would be very hard to do but in a No Cards game one could stack and do that … just trying to find something here ;) .

Oh, and I know there isn't much space, but you could move Ft. Rupert's line that borders Kingston Harbor to the right, slip a fort symbol next to the name (like with Ft. Charles), and have the circle there. Harder on Augusta, though …

.44

EDIT: and, just for the OCD — having "Kingston" sloped along the swords like "Port Royal" is looks nice.
EDIT 2: I assume London assaults the docks, but you should probably put a small arrow in there.

Re: Jamaica V6

PostPosted: Thu Feb 05, 2009 4:08 am
by cairnswk
the.killing.44 wrote:I'm only kiddin' with ya, cairns. Umm, question: is there a space in the mountainst b/w Gordon Town and Port Antonio?

And as for gameplay, my worry is that say France could go from France › Pt. Antonio › St. Mary, where they can cut off Bristol at a chokepoint. Well, it would be very hard to do but in a No Cards game one could stack and do that … just trying to find something here ;) .

Oh, and I know there isn't much space, but you could move Ft. Rupert's line that borders Kingston Harbor to the right, slip a fort symbol next to the name (like with Ft. Charles), and have the circle there. Harder on Augusta, though …

.44

EDIT: and, just for the OCD — having "Kingston" sloped along the swords like "Port Royal" is looks nice.
EDIT 2: I assume London assaults the docks, but you should probably put a small arrow in there.


All noted, so how is this? And how are the swords now?

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Re: Jamaica V6(P5) - Gameplay discussions

PostPosted: Fri Feb 06, 2009 2:45 pm
by cairnswk
anymore feedback?

Re: Jamaica V6(P5) - Gameplay discussions

PostPosted: Sat Feb 07, 2009 2:44 pm
by sailorseal
cairnswk wrote:anymore feedback?

Yes, I like the idea of the swords but they are rough and blurry. Are the resources based on Historical sots or are they random? I would add a slave port as a resource. Change the ship London to Britain. Hope none of these have been suggested before, and the graphics look great!

Re: Jamaica V6(P5) - Gameplay discussions

PostPosted: Sat Feb 07, 2009 6:41 pm
by LED ZEPPELINER
maybe make it so that all ports don't connect, just the boats to a specific port, because if a ship was at a port, and an enemy ship came, do you think that the ship that was already there would let the other ship near the port? jsut throwing that out there, it would make it a little harder to kill enemies, which i think would be a good idea

Re: Jamaica V6(P5) - Gameplay discussions

PostPosted: Mon Feb 09, 2009 7:41 pm
by MrBenn
My biggest concern remains the 'disconnectedness' of the two regions at the top. Yes, I know where/how they connect, but I'm still not convinced it's that obvious...

Re: Jamaica V6(P5) - Gameplay discussions

PostPosted: Tue Feb 10, 2009 4:39 pm
by cairnswk
MrBenn wrote:My biggest concern remains the 'disconnectedness' of the two regions at the top. Yes, I know where/how they connect, but I'm still not convinced it's that obvious...

Do you have any suggestions Mr Benn?

Re: Jamaica V6(P5) - Gameplay discussions

PostPosted: Wed Feb 11, 2009 4:07 pm
by LED ZEPPELINER
i was thinking changing the color of port rohyal on both maps

Re: Jamaica V7

PostPosted: Fri Feb 13, 2009 4:21 am
by cairnswk
MrBenn wrote:My biggest concern remains the 'disconnectedness' of the two regions at the top. Yes, I know where/how they connect, but I'm still not convinced it's that obvious...


OK this might fix this challenge...there is heaps of graphic issues still here, but i want to get this connectivity right. :)

Version 7
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Re: Jamaica V7(P5) - Connectivity

PostPosted: Fri Feb 13, 2009 4:49 am
by MrBenn
Moving the inset to the bottom makes it heaps clearer - I think you could add in some sort of callout box now, although you may have to move the Ship London...

This is the type of thing I had in mind - and should be more achieveable now that the inset is all together and nearer the point from which it can be exploded...
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I've picked up a typo: 'you say all forts can bombard the ships, when I expect that should be all 'ports'. On the legend, you refer to 'maroon'. I'm assuming that this must be the pinkish territories, but that's not clear.
The 'coastal slaves' rule seems a bit vague, and I don't fully understand the logic behind it - I imagine it's due to the one-way ships to ports? I'm not sure you need to have that rule at all... the ships can attack the ports, and the ports can bombard the ships... If you lose your ship, then there's no way home - I like the thought that the ships can't be occupied again ;-)

The map is coming along nicely; it would be nice to get some feedback from people about the gameplay... it would be good to have a proper reasoned analysis of how balanced (or otherwise?) the resource combinations are. Once that has been done, and I can see a little more support for the map, then I expect that the map will be ready to move ahead into the main foundry.

Re: Jamaica V7(P5) - Connectivity

PostPosted: Fri Feb 13, 2009 9:20 am
by Hotdoggie
I tried this map about a year ago for exactly the same reason but mine was the small amount of territories version...love the way you've made it with the ships and such...gl cairns [like you need it...your a map making freak of nature!!]

Re: Jamaica V7(P5) - Connectivity

PostPosted: Fri Feb 13, 2009 2:52 pm
by cairnswk
Hotdoggie wrote:I tried this map about a year ago for exactly the same reason but mine was the small amount of territories version...love the way you've made it with the ships and such...gl cairns [like you need it...your a map making freak of nature!!]

thanks Hotdoggie....i thought it might seem more interesting with the various invaders. :)

Re: Jamaica V8

PostPosted: Fri Feb 13, 2009 4:02 pm
by cairnswk
Current Version 8 below.

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