District of Alaska - v14.1 [2014-23-02] pg23 - XML ONLY

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Re: Alaska - v3.0 [2013-03-12] pg3

Postby koontz1973 on Tue Mar 12, 2013 11:37 am

Seamus76 wrote:I hadn't planned on any more camps around, but that's an interesting idea. What was your thought, to just have the camp in a tert, or would it look different, like a destroyed camp or something?

Have it look the same. This way it does not need any more explaining in the legend.
Seamus76 wrote:Now one thing I was just thinking was instead of camps around, could there be a couple of terts that just have the route, and no camp

Again I like this. This sort of thinking outside of the box really gets my juices as a player going. I love maps that have these funny things. Just look at RD and the amount of crap in that. :mrgreen: You might need to explain them better though if you did this. But going back to what you said about the camps, a destroyed camp with the decay might be a way to work it. Good camp +1 auto, Bad camp -1 decay.
Seamus76 wrote:I have not thought of neutrals, and always could use some input and ideas on that. I am totally cool with the base camps being +1 auto, and the route bonus being +3.

Good, those routes are going to be killers to hold.
Seamus76 wrote:I do like that idea, but my only issue is spacing. I need like 16 three to four letter names, lol.

Plenty here to choose from.

With the title, I see what you wanted to do, The problem is the blue is the same shade and it makes it look blurred. Best way, do the text again sharp. The on the larger below feather the text selection and the use a slightly lighter colour. This will give you the crisp title that has the bleed effect you want. Just a matter of how much you feather it.
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Seamus76 on Tue Mar 12, 2013 11:38 am

The Bison King wrote:I need to look at this more closely but my gut tells me there should be less ships. Seems like a cool idea but there should probably be about half the amount of boats. Unless the boats are the maps focus (which it I don't think they are or should be) 7 is a bit excessive.

Yeah, take a look and let me know your thoughts, definitely interested.

Also, there are 8 ships, not 7, so actually one more than you were counting. The thought was that for 8 player games each person gets 1, and so on, and so on depending on the game. But, in 1v1 and 2v2 games my thought was to limit it to only 2 each or something. I know that would mean 6 other neutral sets of ships, but if they start 3n or something it might make for interesting gameplay. Or they could be like Conquer Rome and just be high neutrals do keep them out of play until the end game, etc. Either way I'd love your thoughts.
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Shape on Sat Mar 16, 2013 9:42 pm

My bias is showing, but I'm not such a fan of the camps. I still like the more standard-style gameplay, and I think there's room for some extra spice, as with the ships, but I think the camps just make it so too much is going on. Having more accessible smaller bonuses, I think, is going to damage the gameplay, and I think it undermines the continents you already have. And I've never been a fan of attacking a neutral territory, so I'm all for going with 1 neutral on those mini ships.

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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Shape on Sat Mar 16, 2013 9:43 pm

Oh, and I haven't really read up on anything past the update post, so apologies if I'm re-iterating or irrelevant.

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Re: Alaska - v3.0 [2013-03-12] pg3

Postby koontz1973 on Sat Mar 16, 2013 11:08 pm

Shape, double posts are a no no. Please put everything into one post. As for being a fan of neutrals, I am with you their but they are needed. How can you not be a fan when you only have 1 game finished. :?

Seamus, great job so far, leave the camps in, they work. :D
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Shape on Sun Mar 17, 2013 9:27 pm

koontz1973 wrote:Shape, double posts are a no no. Please put everything into one post. As for being a fan of neutrals, I am with you their but they are needed. How can you not be a fan when you only have 1 game finished. :?

3 games :P I've played Risk many a time, and mostly as the four-player version. My friends and I set up the board much the same as Conquer Club does, though we used the black troops as neutral to fill in the extra spots. Those black troops were the bane of my existence every game, I swear. If you think CC dice is bad, you don't know jack! And I know neutral troops are needed, especially in this instance; I'm not suggesting zero neutral troops, just 1.

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Re: Alaska - v3.0 [2013-03-12] pg3

Postby koontz1973 on Sun Mar 17, 2013 11:50 pm

Shape wrote:Those black troops were the bane of my existence every game,

I always played black. :P
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby ManBungalow on Tue Mar 19, 2013 12:47 pm

Quick graphics suggestion:
The contours you have around the land in the sea (the bits which look like waves breaking on the beach): you could try having them in order of decreasing opacity, the make them blend into the sea like a gradient.
ie. the one nearest the coast have at 80% opacity, the next at 60% etc.
See how it looks.

Also, the symbol you've used for one-way attack doesn't actually indicate which direction it's going in like an arrow does.
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Seamus76 on Wed Mar 20, 2013 12:14 am

ManBungalow wrote:Quick graphics suggestion:
The contours you have around the land in the sea (the bits which look like waves breaking on the beach): you could try having them in order of decreasing opacity, the make them blend into the sea like a gradient.
ie. the one nearest the coast have at 80% opacity, the next at 60% etc.
See how it looks.
I think that will look pretty good actually. Thanks for the suggestion.

ManBungalow wrote:Also, the symbol you've used for one-way attack doesn't actually indicate which direction it's going in like an arrow does.
Yeah, those arrows aren't working, they're antique clock hands, but I'll have something different for the next update. Just trying to get those Three Kingdom mountains all worked out at the moment, but will have an update this week.

Thanks for the feedback.
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Seamus76 on Mon Apr 08, 2013 11:29 am

I'll be posting an update for this in the next day or two, which will include small boat names, we're there any other thoughts?
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby koontz1973 on Mon Apr 08, 2013 12:19 pm

None from me for now.
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Kschame1 on Mon Apr 08, 2013 3:40 pm

I love this one!
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Seamus76 on Mon Apr 08, 2013 11:13 pm

Kschame1 wrote:I love this one!
Thanks so much. Any feedback is greatly appreciated.

Seamus76 wrote:I'll be posting an update for this in the next day or two, which will include small boat names, we're there any other thoughts?
koontz1973 wrote:None from me for now.

I think once the GCCM is over I'll use these quotes as my new signature. :lol:

One question, how do you see the outpost attack-ability explanation working best? Right now there are basically two terts in each of those terts, but I want the outpost to only be attacked by the region it's within, so the way it is looks now is a little ambiguous as to what attacks what. Would it be better to use the routes to go through the one army circle and then to the outpost to indicate a line of attack, or would there be some other way to show this instead of having to take room to explain that "Outposts are only attacked by the tert they are within", etc. Thoughts?
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby Seamus76 on Tue Apr 09, 2013 11:34 am

CURRENT UPDATE INFO - 2013-04-09:
- Added all of the small boat names.
- Redid the title in the same "antique" style as the rest of the text.
- Brought out the Aleutians mini-map image more.

This is from the last update, and despite the conversations on the topic I would like to continue seeking feedback on these:

- Expedition Routes and Base Camps. What do you all think? The idea is that these expedition routes provide an additional bonus opportunity, and at the same time "break up" the larger bonus regions, by providing bonuses within them, which was a concern for a few people.
--- The Base Camps could use some work, and I'm sure they will change, so I'm more interested in the gameplay behind them. Basically the idea for them is that they provide a resting point for the expedition, which has faced harsh terrain and the loss of 1 explorer per turn.
---- My thought is that the base camp sits within it's tert, and can only be attacked by the tert it's within. Would it be best to leave it the way it is, or have the route go the tert army circle then the base camp army circle, to show the connection?

I know there have been some comments on this, but I'm looking for some more feedback - As for the docks, and which ship sets they attack, is it clear? Right now it looks like St Lawrence is attacked by both the Bearing Sea ships, and the Chukchi Sea, depending on if the orientation of the dock determines which waters attacks it. (I don't mind it being attacked by both, just wondering.) Or should St Lawrence dock be turned up so that it goes into Chukchi rather than looking like both. This would give those two ship sets two docks, and the 3 in Bearing Sea only 2. Thoughts?

Things to do (among other things):
- Change the large boat/small boat one-way attack arrows.
- Put a lighter glow behind the tert names to make them stand out more, especially on the smaller islands, etc.
- Add the rest of the general aesthetic stuff.

CURRENT MAP VERSION

v3.1 - Large (840x800)
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Re: Alaska - v3.1 [2013-04-09] pg4

Postby Seamus76 on Fri Apr 12, 2013 11:35 pm

Insert cricket noise here...
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