+5 bonus to Cutty Sark seems like a huge bonus to me. That should at the very least start with a large neutral presence
Yes i forgot to put that in, Cutty Shark starts with 20 neutral
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+5 bonus to Cutty Sark seems like a huge bonus to me. That should at the very least start with a large neutral presence
Blitzstrahl wrote:Hi CJ,
As I have mentioned to you before (in a PM), I think Boer Commandoes would be a great addition to the map. And as I suggested, maybe it could work a little like "Naval Superiority" in the map "Eastern Hemisphere".
Also in the map legend, it says "impossible" in stead of "impassable".
Best,
Blitz
CJ Lues wrote:Blitzstrahl wrote:Hi CJ,
I think Boer Commandoes would be a great addition to the map. And as I suggested, maybe it could work a little like "Naval Superiority" in the map "Eastern Hemisphere".
Best,
Blitz
Do you think a comando will be better than General De La Rey and Lord Kitchener?
Blitzstrahl wrote:CJ, I think you are getting there.
With regard to the Boer Commando - I obviously think it is a good concept But I have suggestion on how to refine it:
(1) In keeping with the spirit of the Boer Commando, you should consider only allowing entry to the "Boer Commando" from the Boer Nations (Transvaal and Orange Free State - as I recall). And not from all the territories with canons.
(2) Following from that the Boer Commando should only allow (one-way) attacks against territories outside Transvaal and Orange free state.
This will lead to a lopsided use of the "Boer Commando" - but that is the same principle as in "Naval Superiority".
Also, on a different point - I am bit uneasy about the +5 autodeploy. (maybe the autodeploy should be more modest and with a smaller neutral army presence).
Finally, I would make gold and diamonds to neutral 5 areas.
Keep up the good work,
Blitz
joemaya wrote:Hey CJ,
Cool stuff. I don't know anything about the Boer War so can't suggest from a historical point of view. But as blitz said, I too am not comfy with the idea of 5 auto-deploy every turn... maybe should be 2 or 3.
joemaya wrote:Secondly, the Duetch West, don't you feel the left part of it is quite isolated and highly secure.. no one can get in apart from springbook... even the lands on the other side that belong to the same state... so probably that should be made a bit flexible, unless that's how history tells it, then just ignore what i said
joemaya wrote:Though there is something wrong in that area, West Karas is mentioned on two regions... typing mistake i presume... but nonetheless, great job. Keep it up. Hope to play the map soon
Master Fenrir wrote:CJ, how many regions would each player start with for 2 thru 8-player games?
Starting places 61 regions:
2 prayers = 30
3 prayers = 20
4 players = 15
5 players = 12
6 players = 10
7 players = 8
8 players = 7
CJ Lues wrote:Master Fenrir wrote:CJ, how many regions would each player start with for 2 thru 8-player games?
I updated the main post General...Starting places 61 regions:
2 prayers = 30
3 prayers = 20
4 players = 15
5 players = 12
6 players = 10
7 players = 8
8 players = 7
Bruceswar wrote:CJ Lues wrote:Master Fenrir wrote:CJ, how many regions would each player start with for 2 thru 8-player games?
I updated the main post General...Starting places 61 regions:
2 prayers = 30
3 prayers = 20
4 players = 15
5 players = 12
6 players = 10
7 players = 8
8 players = 7
Does this factor in the neutrals?
Regions: 65
Neutral: 4 regions start neutral (Cutty Shark = 5, Kimberly and Johannesburg = 5, Boer Commando = 5)
Starting places 61 regions:
CJ Lues wrote:Starting places 61 regions:
2 players = 30
3 players = 20
4 players = 15
5 players = 12
6 players = 10
7 players = 8
8 players = 7
Master Fenrir wrote:I have no idea how map coding works, but you may want to reduce the number of starting regions for 2 & 3 player games. In a 2 player, the first person to move is going to start dropping 10. That will usually seal the game right there.
Here's my thoughts on gameplay issues for 2-team dubs, trips, and quads games.
Dubs: 15 regions, starting drop of 5
Trips: 10 regions, starting drop of 3
Quads: 7 regions, starting drop of 3
Master Fenrir wrote:Diamond & Gold (5 starting neuts for +1 drop each)
While this may be worthwhile in a dubs game where you start dropping 5, I can't see imagine them having much use in a trips or quads. Assuming 50/50 dice, it will cost you 5 troops to kill the neutral 5 in order to get a +1 drop. It will take you 5 rounds of holding this just to break even. In trips and quads games between good players, I think this will be useless. You could either increase the bonus value or possibly reduce them to starting with 3 neut troops to make them a bit more useful.
Master Fenrir wrote:Hold All Capitals bonus
Capitals almost never work. Based on the map as is, if you can manage to take all 5 capitals, there are 20-21 total bordering regions* from which you can be assaulted and the bonus can be broken. I can't see many teams trying to take this bonus. The best tweak I can think of would be to possibly make it a collections bonus with a reduced bonus value, like "Hold any 3 capitals for a +2 bonus."
Master Fenrir wrote:20-21 total bordering regions*
In the Transvaal Republic bonus zone, is there a missing line border between Rustenburg and Nylstroom?
Master Fenrir wrote:Cutty Shark (5 starting neut troops, +5 auto)
I see an issue with this as well. From what I can see, Cutty Shark only borders Spartan. You will have to use a good amount of troops to take it from Spartan, and then be stuck with a +5 auto deploy with which you will have to fort forward to the front line, possibly taking several rounds to be moved anywhere that they could be useful. If the Cutty Shark could bombard some land-based regions, though, this would be useful, but you'd have to carefully limit which territories it could bombard or it would be too over-powered.
Master Fenrir wrote:Boer Commando (5 killer neut troops)
This won't come into play much in team games. If you changed the Hold all Capitals bonus to a smaller collection instead of having to hold all 5, you might see it have more use. I think it might actually be pretty useful in large, standard escalating games, though, as it will act a lot like Naval Superiority on the Eastern Hemisphere map.
Master Fenrir wrote:Again, I think all of those map features will play more into dubs games where you can start dropping 5, so you'd have more troops to throw around. In a trips and quads game, though, I think the game will develop from a grind over Swazy Land unless a drop is particularly favorable for something else.
Anyways, just my thoughts. You asked for my input, so I tried to be honest from a team game standpoint. I hope I wasn't too critical.
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