Teflon Kris wrote:Well, haven't looked-in for a while but this map has moved from 'another map' to 'Cool Sci-Fi map' recently.
DearCyrus wrote:greenoaks wrote:what do the inhabitants drink?
The planet has freshwater seas... Why do you ask?
DearCyrus wrote:I can think of plenty of logical reasons you couldn't see the rivers and streams, but honestly not all maps show rivers and lakes and I don't feel this map needs them. I will see what I can do, but unless it significantly improves the look of the map, I doubt I will keep them.
generalhead wrote:Are the hills and mountains meant to be a little blurry?
JamesKer1 wrote:Like the rivers- by Falkner it looks a little unrealistic to me though.
Really nice progress from it's first version
cairnswk wrote:I do however, have to say that i am having difficulty reading the text
cairnswk wrote:Cyrus, i'm impressed where you have taken this. Well done from design pov.
I do however, have to say that i am having difficulty reading the text...perhaps a drop shadow or outer glow that helps contrast the green on blue/balck/grey
I also have to ask, why are there only sea routes highighted when clearly there many more...are these intermediary points?
cairnswk wrote:Now i wonder what koontz can do about getting you out of drafts.
dolomite13 wrote:Here are a few things that have been going through my head about this map.
I didn't read everything (sorry) but I didn't see any mention on the map itself of any +1/3 (minimum 3) bonus. I assume their is one as there in an absence of any note saying otherwise. You really don't need mention it however in the bonuses are standard like that.
The key is worded a bit strangely and might just be too much text still.
- Hold any 2 cities for a +3 bonus
- Hold any 3 cities and the K'Zari ship may assault Lazers
- K'Zari ship autodeploys 5 due to genetic replicators
- Lazers bombard all territories and reset to 15 neutral when held
- Sea routes reset to 3 neutral when held
- Teleports assault K'Zari ship
Where do players start on this? are they random drop on the 24 villages? In which case each player in a 12 player game gets 2.
Do you intend to set 12 of the cities as player starts as well? With the city bonus of +3 at only 2 cities you need to be careful as you have several cities connected. I would consider dropping the number of cities to 8 from 16 and making 8 of them into villages. This would make it harder to get the bonus or unlock the lasers but in 4 player teams everyone on a team could get the 2 city bonus and several villages would drop neutral this way.
In the story of the map you imply that you are the K'Zari but are their 12 K'Zari players all vying for control of their crashed spacecraft wanting to destroy the other K'Zari. If only one player is considered the K'Zari does that mean you will be giving the K'Zari ship to one of the players randomly? And if so how do you plan to balance the +5 autodeploy (and minimum 3 deployable bonus) against 11 other players who are already fighting amongst each other and only gaining +3 per turn. It would only take 5 territories from the ship to get get 3 cities and a +3 bonus and unlock the Lazer. If you went last on say tirn 5 or 6 you could cash in enough to to laser most people out of the game.
If in fact everyone but one player is the savages how do the savages know how to work the teleports or the laser? and why would the K'Zari not be able to use the teleports to go the other direction?
I love the theme you have going here, it is a matter of making gameplay fit that theme. I think it can absolutely be done.
Anyway that's my 13 cents worth for now.
p.s. I love the new look of the map
DearCyrus wrote:the current set up would be 1 player (k'Zari ship, Genetic identifier and Sha'hur which does not connect to any cities) and 11 starting positions of one city and one village, the remaining territories would be random drops(5 cities and 12 villages).
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