Bruceswar wrote:If you ask me I think you can improve on the water background. I know this is not game play related, but might help some of the small visible problems people will have with those lines.
Also have you looked into other fonts? The font does not seem to match the rest of the map.
I think the sea is okay for now and the font is there for legibility. These are issues which we can focus on in the graphics forum - we're on about gameplay for now but I agree that we should make the dotted lines more prominent. Is that change enough or do they need more tweaking?
Industrial Helix wrote:The biggest qualm I have is that the invasion crafts start completely open... I think they shouldn't be attackable by he ships nearby and one should have to go through the government orders to do it. I think it would make that section of government options much more of an attractive place to attack and thus bring it in the game more.
I can see your opinion with the Cuban Landing Craft - Cuba is very accessible via SIX points on the Military Quarantine. It doesn't necessarily need another access point via the ships connecting to the Landing Craft. HOWEVER, if we took this connection away, we'd have to take it away from the Soviet Landing Craft into the US, merely for consistency. If we did this, the US would only have 3 access points to 20 territories, and the two jets. I really don't think that's sufficient, especially given that simply getting to the "American Invasion Authorization" would take 3+5+4 neutrals, then another 3+ neutrals (or equivalent) on the actual Landing Craft. Hopefully making the two ships that connect to these neutral (see reasoning below) makes those a little more interesting, since they one-way attack the ground, they are good spots to drop (but not critical to own).
iancanton wrote:the +1 for every 3 ships bonus is the only aspect of which i'm not too fond: the bonus is too small to make taking ships worthwhile, so virtually the only purpose it serves is to give a fairly common starting bonus on a lucky drop. this can perhaps be modified to no bonus for ships alone, but +1 per ship (or even +2 per ship) for the naval control operation. this single change ought to be enough to move the map to the graphics workshop.
After looking at was was possible with the XML, I decided to add starting positions to eliminate dropping the ship bonus. There will be 6 starting positions, each with one US and one USSR ship. Each person will get a max of 2, with the unused ones being starting neutrals. In 2p/3p games, that means each player will start with 2 of each type of ship, and in 4p-6p games, each person will start with one of each ship. In 7p/8p, the starting positions are ignored, but there is only a 17% chance of someone dropping 3 ships. We can keep the +1 for 3 bonus without having anyone drop it. To do this, Provomyy and USS Randolph were changed to a neutral 3 each, in addition to changing B-59 from neutral 2 to neutral 3 (so all neutral ships match).
The Naval Control operation bonus was also changed.
The "Bonus w/ Naval Control" column is what we previously had. The far right column is the adjusted new bonus with +2 per 2 ships with the Naval Control operation (including the initial +1 for 3 w/o naval control, so it's a cumulative figure). I think this would make it worth it. What do you think?
Changed the wording of the Invasion Authorizations to make the bonus more clear.
Renamed the Jamaican regions.
Made the dotted lines darker.
Fixed a small grunge issue (see below)
Made the Naval Control +2 for every 2 ships of the same nationality rather than +1 for 2.
Changed Provomyy and USS Randolph to neutral 3. Planned for starting positions to eliminate bonus drop.
Minor grunge fix: