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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby AndyDufresne on Mon Nov 28, 2011 10:58 am

I almost forgot about this map of yours, Cairnswk, since I've been mostly following Pot Mosbi.

In regards to the Tiki part, is it +1 for every Tiki held? Is the (4) reference to how many neutral troops it starts with? Some may think that you need to hold (4) to get +1, even if the items are on different lines, if this isn't the case.

Keep up the good work, I like this map.


--Andy
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby Gillipig on Tue Nov 29, 2011 2:43 am

For gameplay reasons Northland and Auckland held together needs to have 3 borders! Otherwise in 1v1 games it'll only be about who can hold those bonuses. I suggest making a dotted connection between Whangerei and Coromandel.
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby ender516 on Thu Dec 01, 2011 10:34 pm

I like the ideas here. When I saw it first, I immediately thought of the Japan map, and that this map would face similar issues in creating a workable gameplay. This looks promising, but I think we all might do well to review comments from the Japan thread to remind us of pitfalls we could encounter here as well. I suspect that the airports will go a long way toward keeping this map from becoming too linear.
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby cairnswk on Sat Dec 03, 2011 2:49 pm

AndyDufresne wrote:I almost forgot about this map of yours, Cairnswk, since I've been mostly following Pot Mosbi.
In regards to the Tiki part, is it +1 for every Tiki held? Is the (4) reference to how many neutral troops it starts with? Some may think that you need to hold (4) to get +1, even if the items are on different lines, if this isn't the case.
Keep up the good work, I like this map.
--Andy

Thanks Andy, your reading of this is correct, but i will change it so there is no confusion.

Gillipig wrote:For gameplay reasons Northland and Auckland held together needs to have 3 borders! Otherwise in 1v1 games it'll only be about who can hold those bonuses. I suggest making a dotted connection between Whangerei and Coromandel.

Thanks Gillipig. I was hoping that the planes would be enough:
Kaitaia can be assaulted from any black plane position on the map, and Auuckland can be assualted from any white plane position.

So, do others think there is a need for a lilne between Whangerei and Coromandel?
I was hoping to restrict the lines to the ferry route from Wellington and Invercargill.

ender516 wrote:I like the ideas here. When I saw it first, I immediately thought of the Japan map, and that this map would face similar issues in creating a workable gameplay. This looks promising, but I think we all might do well to review comments from the Japan thread to remind us of pitfalls we could encounter here as well. I suspect that the airports will go a long way toward keeping this map from becoming too linear.

Thanks ender516.
Yes well, the Japan map was set anciently, so it didn't hgave the benefit of the planes, and yes i agree with you that the planes will alleviate this issue.

White Plane connections:
Auckland <->
Gisborne <->
Wellington <->
Christchurch <->
Queenstown (QT)

Black Plane connections:
Kaitaia <->
Tauranga <->
Napier <->
New PLymouth <->
Whanganui <->
Blanheim <->
Westport <->
Hokitika <->
Timaru <->
Invercargill <->

I beleieve there is plenty of assault opportunity across the map.
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby cairnswk on Sat Dec 03, 2011 2:50 pm

I'm also wondering why this is still in drafts?
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby Victor Sullivan on Sat Dec 03, 2011 11:02 pm

cairnswk wrote:I'm also wondering why this is still in drafts?

Haha, good question!

-Sully
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby WestWind on Sun Dec 04, 2011 11:17 am

I really like this- the gameplay looks like it will be a lot of fun.

Couple of questions: Are the Tikis part of the territory they are on, or do they need to be assaulted by them? I assume that the Tiki is not a separate territory, but I don't know for sure.

Also, right now I feel like the two bonuses to the north are a little bit too strong. If you add it all together, it's a +6 bonus for holding 6 territories with only 2 defending territories. Granted, it's offset by having to take over 2 Tikis, but since you have 2 bonus regions you can take over one at a time, making it a bit easier. I'm far from a gameplay expert, but I think if you got a decent drop in the north you'd have a very sizeable advantage.
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby Industrial Helix on Sun Dec 04, 2011 9:51 pm

Le's stamp this and move it on... I'm looking forward to this one Cairns!

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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby cairnswk on Mon Dec 05, 2011 12:46 am

Industrial Helix wrote:Le's stamp this and move it on... I'm looking forward to this one Cairns!
...

Champion IH, thaaaank-youuuu!
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Re: New Zealand [24.11.11] V4 - Gameplay discussion

Postby cairnswk on Mon Dec 05, 2011 12:51 am

WestWind wrote:I really like this- the gameplay looks like it will be a lot of fun.

Thanks for commenting WestWind :)

Couple of questions: Are the Tikis part of the territory they are on, or do they need to be assaulted by them? I assume that the Tiki is not a separate territory, but I don't know for sure.

They are part of the regions theay are on, therefore they do NOT need to be assaulted.

Also, right now I feel like the two bonuses to the north are a little bit too strong. If you add it all together, it's a +6 bonus for holding 6 territories with only 2 defending territories. Granted, it's offset by having to take over 2 Tikis, but since you have 2 bonus regions you can take over one at a time, making it a bit easier. I'm far from a gameplay expert, but I think if you got a decent drop in the north you'd have a very sizeable advantage.

OK, thanks for that input, but you don't have to take over 2 tikis.
1. the +3 bonuses could be reduced to +2
2. It looks like there is favour for the Coromandel-Whangerei link. ;)
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Re: New Zealand [5.12.11] V5 P3 - Gameplay discussion

Postby cairnswk on Mon Dec 05, 2011 1:26 am

Version 5

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image
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Re: New Zealand [5.12.11] V5 P3 - Gameplay discussion

Postby WestWind on Mon Dec 05, 2011 10:40 am

I feel like the new version addresses the balance issue in the north :)

This looks great!! I'll come back with more comments when I have more of a chance to look.
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Re: New Zealand [5.12.11] V5 P3 - Gameplay discussion

Postby cairnswk on Mon Dec 05, 2011 3:29 pm

WestWind wrote:I feel like the new version addresses the balance issue in the north :)
This looks great!! I'll come back with more comments when I have more of a chance to look.

Pleased you like the update. :)
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Re: New Zealand [5.12.11] V5 P3 - Gameplay discussion

Postby isaiah40 on Sun Dec 11, 2011 2:44 pm

One little nitpick. Anyway you can move the border between Waimakariri a little up into Hunuri, and move the circle over, and then move the border between A.P. and Waimakariri down so that it is not so cramped?
Image
Also, Mt. Cook and it circle will need to be swapped as the numbers will cover part of Lake Takapo text. You will probably need to remove the lake in Mt. Cook to make it work. That's all I see for now. This is looking really good!!
ImageImage
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Re: New Zealand [23.12.11] V6 P3 - Gameplay discussion

Postby cairnswk on Sun Dec 18, 2011 9:06 pm

isaiah40 wrote:One little nitpick. Anyway you can move the border between Waimakariri a little up into Hunuri, and move the circle over, and then move the border between A.P. and Waimakariri down so that it is not so cramped?
Image
Also, Mt. Cook and it circle will need to be swapped as the numbers will cover part of Lake Takapo text. You will probably need to remove the lake in Mt. Cook to make it work. That's all I see for now. This is looking really good!!

I'll see what i can do isaiah40 :)
Done iasiah40!
1. I also reduced the opacity on the legend so that the map stands out more
2. the tikis have been re-coloured slightly
3. legend text on airport has been re-worded

Version 6
Image
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