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Re: Jamaica V8(P5) - Gameplay??

Postby cairnswk on Wed Feb 18, 2009 3:36 pm

tlane wrote:One idea for game play would be to have an auto-deploy on the home ports(the places where the people start), like a 3 person auto deploy. Or you could have a 3 or 4 person bonus, for each home port, which each player would get automatically

if this is already in the map, sorry i re-said it
tlane

OK, that's a reasonable suggestion, and no it hasn't been suggested...good on you.
The only thing with that, is the auto-deploy would not be allocated until next round. That would still leave the port vulnerable if the player having the next turn is homed at a neighbouring port. :)
I could be wrong here, but i think that's the way auto-deploys work.
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Re: Jamaica V8

Postby cairnswk on Wed Feb 18, 2009 3:37 pm

Current Version 8 below.

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Re: Jamaica V8(P5) - Gameplay??

Postby LED ZEPPELINER on Wed Feb 18, 2009 5:20 pm

will you make the swords less blurry, i think it will look better
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Re: Jamaica V8(P5) - Gameplay??

Postby ghirrindin on Wed Feb 18, 2009 5:42 pm

In the inset map, you're missing a border between Stony Hill and Gordon Town.

Has this been mentioned already? Or, are you still figuring out the gameplay in regards to this detail?
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Re: Jamaica V8(P5) - Gameplay??

Postby LED ZEPPELINER on Wed Feb 18, 2009 5:45 pm

ghirrindin wrote:In the inset map, you're missing a border between Stony Hill and Gordon Town.

Has this been mentioned already? Or, are you still figuring out the gameplay in regards to this detail?

i don 't think that it matters that much, i mean those names are just there so people can find where the inset map actually is on the real map, the border i feel is not such a big deal
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Re: Jamaica V8(P5) - Gameplay??

Postby ghirrindin on Wed Feb 18, 2009 6:55 pm

Oh, ok. So both Greenwich Town and Newtown each border both Stony Hill and Gordon Town? I understand that Fort Augusta borders Stony Hill.

Sorry. I'm just a little confused.

Otherwise, the map looks very good.
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Re: Jamaica V8(P5) - Gameplay??

Postby tlane on Wed Feb 18, 2009 7:10 pm

cairnswk wrote:
tlane wrote:One idea for game play would be to have an auto-deploy on the home ports(the places where the people start), like a 3 person auto deploy. Or you could have a 3 or 4 person bonus, for each home port, which each player would get automatically

if this is already in the map, sorry i re-said it
tlane

OK, that's a reasonable suggestion, and no it hasn't been suggested...good on you.
The only thing with that, is the auto-deploy would not be allocated until next round. That would still leave the port vulnerable if the player having the next turn is homed at a neighbouring port. :)
I could be wrong here, but i think that's the way auto-deploys work.


Yes, you are right (i think).
One idea that could maybe fix that, is if the ports, that the home ports have to attack to go anywhere, started with like eight, and then that would force the players to wait to the second or third round to attack, even with the auto-deploy

hope that helps
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Re: Jamaica V8(P5) - Gameplay??

Postby the.killing.44 on Wed Feb 18, 2009 8:53 pm

Looking at the map quickly, I spot a couple things.

For one, I think the auto-deploy — which is a good idea — should only be two and should be limited to the ships. From there, somewhere from 4-7 neutrals on the ports seem fine; 3+2+3=7 max, and in a large game 7v4-7is way too much of a gamble. The problem I see comes after that, where you say "Coastal slaves can attack ships). That's fine and all, but I suggest you keep the coastal slaves non-adjacent to the ports. From Liverpool, e.g., St. Anne's Bay to Dry Harbor, which has a slave, is only relatively good dice from eliminating any player across the board. This also takes away the problem of more neutrals on ports, as the slaves are still 3 and for Liverpool the same amount of territories but 1-3 less neutrals to beat. So, I say either/both keep the slaves away from the coast and/or make them 4 neutrals.

That leads to the other point, which is the disadvantage given to London. The nearest slave is 3 territories minimum away from the Port, while all other ships only have to go through 1-2.

.44
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Re: Jamaica V8(P5) - Gameplay??

Postby cairnswk on Thu Feb 19, 2009 12:59 pm

LED ZEPPELINER wrote:will you make the swords less blurry, i think it will look better

Yes, but give up on them for now will you, i'm trying to get the gameplay sorted. I can do the swords later. ;)
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Re: Jamaica V8(P5) - Gameplay??

Postby cairnswk on Thu Feb 19, 2009 1:01 pm

ghirrindin wrote:In the inset map, you're missing a border between Stony Hill and Gordon Town.

Has this been mentioned already? Or, are you still figuring out the gameplay in regards to this detail?


Aygh me hearty! Here's for a tot of Bumbo and a couple of cobs....i'll fix that 'un for ye fur sure, but still amassing ye gameplay :lol:
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Re: Jamaica V8(P5) - Gameplay??

Postby cairnswk on Thu Feb 19, 2009 1:06 pm

LED ZEPPELINER wrote:
ghirrindin wrote:In the inset map, you're missing a border between Stony Hill and Gordon Town.

Has this been mentioned already? Or, are you still figuring out the gameplay in regards to this detail?

i don 't think that it matters that much, i mean those names are just there so people can find where the inset map actually is on the real map, the border i feel is not such a big deal

ah yes it does matter a great deal...because it shows that Newtown can attack into both Gordon T own and Stony Hills :)
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Re: Jamaica V8(P5) - Gameplay??

Postby cairnswk on Thu Feb 19, 2009 1:33 pm

tlane wrote:....
Yes, you are right (i think).
One idea that could maybe fix that, is if the ports, that the home ports have to attack to go anywhere, started with like eight, and then that would force the players to wait to the second or third round to attack, even with the auto-deploy

hope that helps
tlane


Yep that helps...good thinking, and along with the below, we're getting somewhere to sort this out.
Prob with this one, is that it fine for GH and PM, but the other ports all border each other....

the.killing.44 wrote:....
For one, I think the auto-deploy — which is a good idea — should only be two and should be limited to the ships. From there, somewhere from 4-7 neutrals on the ports seem fine; 3+2+3=7 max, and in a large game 7v4-7is way too much of a gamble.

OK...will the auto-deploy arrive on the first turn?
'Coz if player 1 starts with the normal 3 armies start + 2 auto-deploy, then that kinda wipes out anything we're trying to build on the neutral status of the ports, doesn't it?

For now, i've made the ports 7 neutrals and 4 for GH and PM. See how that works. Might need tweaking, though.

For below....with coastal slaves....we need something that can attack the ships so they can be killed off in any game.

the.killing.44 wrote:The problem I see comes after that, where you say "Coastal slaves can attack ships). That's fine and all, but I suggest you keep the coastal slaves non-adjacent to the ports. From Liverpool, e.g., St. Anne's Bay to Dry Harbor, which has a slave, is only relatively good dice from eliminating any player across the board. This also takes away the problem of more neutrals on ports, as the slaves are still 3 and for Liverpool the same amount of territories but 1-3 less neutrals to beat. So, I say either/both keep the slaves away from the coast and/or make them 4 neutrals.

OK, slaves removed from Dry Harbour and that given Bumbo (between two sugar plantations).
That leads to the other point, which is the disadvantage given to London. The nearest slave is 3 territories minimum away from the Port, while all other ships only have to go through 1-2.

OK. Slaves swapped to Kingston Harbour, and Greenwich Town now has Fish.

And i thing i'm going to have to work on this coastal slaves a little more.
Back soon. :)
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Re: Jamaica V9

Postby cairnswk on Thu Feb 19, 2009 1:51 pm

Version 9 below.
1. added another tert called Bluefield (used to be a base for Pirate Henry Morgan)
2. changed "slaves attack...." in the legend. wording needs attention though.

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Re: Jamaica V9(P7) - Gameplay??

Postby cairnswk on Thu Feb 26, 2009 2:44 pm

further comments?
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Re: Jamaica V9(P7) - Gameplay??

Postby manstrong on Thu Feb 26, 2009 5:27 pm

Where is Port Royal located? And why do some ports have 7 and some have 4/0? Just wondering as I try to understand. :)
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Re: Jamaica V9(P7) - Gameplay??

Postby cairnswk on Thu Feb 26, 2009 6:54 pm

manstrong wrote:Where is Port Royal located? And why do some ports have 7 and some have 4/0? Just wondering as I try to understand. :)

manstrong...can you read back through the thread a couple of pages please...it's all there.
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Re: Jamaica V9(P7) - Gameplay??

Postby aequitas08 on Wed Mar 04, 2009 11:34 am

First off this map has come a long way and that is great.
There have been a lot of comments about the London being weaker then the other ships as a starting position, however as i see it there are only 3 forts (which attack Pirate ships) and they are all close to the London. Does this not give the player who controls the London a large advantage over the Pirates?
Now i am not usually an advocate of "bombardment" but for Pirates the tactic just makes sense, also it would provide a defense against the forts without giving the players in Pirate ships extra troop movement.

(perhaps this came up earlier i only read from page 5)
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Re: Jamaica V9(P7) - Gameplay??

Postby MrBenn on Fri Mar 06, 2009 10:45 am

This map has reached (and surpassed) the criteria for a working draft, and deserving of a stamp:
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Welcome to the foundry proper... Onwards and upwards!
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PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
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Re: Jamaica V9(P7) - Gameplay??

Postby LED ZEPPELINER on Fri Mar 06, 2009 12:06 pm

MrBenn wrote:This map has reached (and surpassed) the criteria for a working draft, and deserving of a stamp:
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Welcome to the foundry proper... Onwards and upwards!

congrants cairns
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Re: Jamaica V9

Postby cairnswk on Fri Mar 06, 2009 2:51 pm

Current Version 9 below.
Image

aequitas08 wrote:First off this map has come a long way and that is great.
There have been a lot of comments about the London being weaker then the other ships as a starting position, however as i see it there are only 3 forts (which attack Pirate ships) and they are all close to the London. Does this not give the player who controls the London a large advantage over the Pirates?

Yes, can you suggest something alternate to this.
The reason that I have placed London Ship there is because it is eventually the British from London who ruled Jamaica for so long.

Now i am not usually an advocate of "bombardment" but for Pirates the tactic just makes sense, also it would provide a defense against the forts without giving the players in Pirate ships extra troop movement.
(perhaps this came up earlier i only read from page 5)
-aequitas08

OK. thanks aequitas08 :)

MrBenn wrote:This map has reached (and surpassed) the criteria for a working draft, and deserving of a stamp:
Image

Welcome to the foundry proper... Onwards and upwards!


Thanks for stamp Mr Benn. :)

LED ZEPPELINER wrote:congrants cairns

Thanks LZ. :)
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Re: Jamaica V9(P7) - Gameplay??

Postby yeti_c on Fri Mar 06, 2009 3:18 pm

This looks like a "Privates of the caribbean" map - rather than a Jamaica map?!

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Re: Jamaica V9(P7) - Gameplay??

Postby cairnswk on Fri Mar 06, 2009 3:20 pm

C.... you're spoiling it!
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Re: Jamaica V9(P7) - Gameplay??

Postby yeti_c on Fri Mar 06, 2009 3:22 pm

cairnswk wrote:C.... you're spoiling it!


Sorry!!

Perhaps a change of name might surfice?

"Pirates"?

C.
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Re: Jamaica V9(P7) - Gameplay??

Postby cairnswk on Fri Mar 06, 2009 3:30 pm

yeti_c wrote:
cairnswk wrote:C.... you're spoiling it!


Sorry!!

Perhaps a change of name might surfice?

"Pirates"?

C.


C....I wanted to fill the J spot in the alphabet with this one...and since there are only three pirate starting positions and the basis of the map is the early colonial history of Jamaica using it's grown resources, slaves and rebels, i think the title is entirely appropriate. :)
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Re: Jamaica V9(P7) - Gameplay??

Postby yeti_c on Fri Mar 06, 2009 3:31 pm

cairnswk wrote:C....I wanted to fill the J spot in the alphabet with this one...and since there are only three pirate starting positions and the basis of the map is the early colonial history of Jamaica using it's grown resources, slaves and rebels, i think the title is entirely appropriate. :)


Fair enough - I'll leave you to it then...

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