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Industrial Helix wrote:Well you meet the minimum requirements... though I would have liked some thoughts on my other suggestions.
Furthermore, you ever think of making those lame squares look like houses? A simple triangle on a square would do.
Industrial Helix wrote:
Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.
Industrial Helix wrote:If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.
Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.
Army of GOD wrote:I don't think everyone is gonna know what "Mr Moody" is.
I don't get the house bonuses. Why are the Dark Blues the same as the Browns and the Light Blue's 4?
ender516 wrote:Triangle on a square: put a triangle on a square to make a building with a peaked roof. Voila, a house.
TheSaxlad wrote:Industrial Helix wrote:
Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.
OK I like this idea a lot actually, but I'd always thought of having the houses as the starting points. I think this needs a bit of discussion...Industrial Helix wrote:If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.
Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.
Fair Play,Nice Premise. I like, But how can we make it better?
The Only Problem with the starting points thing is once they get back round, the ones who went early will have their ones taken by those who are now getting 8 or 9 a turn?
ender516 wrote:TheSaxlad wrote:Industrial Helix wrote:
Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.
OK I like this idea a lot actually, but I'd always thought of having the houses as the starting points. I think this needs a bit of discussion...Industrial Helix wrote:If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.
Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.
Fair Play,Nice Premise. I like, But how can we make it better?
The Only Problem with the starting points thing is once they get back round, the ones who went early will have their ones taken by those who are now getting 8 or 9 a turn?
The trick here I think would be to make the bonuses your only source of deployable troops: no basic +1 for 3. To simulate the extra value of the highest valued square in each group (the one furthest around the board going clockwise), it could have a +1 autodeploy, and perhaps only such a square could attack back to the other squares in its group, to retake a broken bonus.
Super Nova wrote:Players start only with a playing piece somewhere on the board, and in order to access anything from there they have to go through Go.
[...]
The bonuses would be greater the farther around the board you get.
Players move by being able to attack 12 spaces ahead (I know that sounds a little crazy) but we would have the travel spaces.
Super Nova wrote:3. Have each territ assigned two numbers; the territs that are exactly that number of spaces away can be one way attacked. (Super Nova)
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