
.44
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Moderator: Cartographers


 the.killing.44
				the.killing.44
			


















 
			


 cairnswk
				cairnswk
			








 
		

 yeti_c
				yeti_c
			













 
		 
 
 Incandenza
				Incandenza
			














 
		yeti_c wrote:Alternatively you could have ship and captain...
i.e. Victory and Nelson? Nelson (/commanders) could have a hat over the army number.
Then you would need to change the wording to "Hold commander and his vessel"...
You could then offer bonuses for holding a commander captive?! (i.e. if you hold the ship and adjacent commander and someone else owns the commander) -> but that might be a step too far!
C.


 cairnswk
				cairnswk
			








 
		cairnswk wrote:Mmmmm. i lkie the idea of the captain with hat, but don't you think that will add further to an already full piece of real estate.
cairnswk wrote:Holding the commander would go outside of the gameplay. Most of these battles would tell that captain usually went down with their ships rather than being held by the enemy. A step too far, yes i think.


 yeti_c
				yeti_c
			













 
		Incandenza wrote:Glad to see this back in the foundry, cairns!
That being said, of course I have comments...
1. I like what you've done legend-wise with the Bow and Stern concepts, tho it seems like there needs to be one more line describing how the commander ships are essentially one terit when it comes to their interactions with surrounding ships. As it stands, people might think that Victory Bow operates one cannon, Victory Stern another. I confess I have no idea how to phrase this, tho don't think I haven't been bending the odd brain cell to try and figure it out. Graphically this'll potentially help, you can put the cannon (along with attack lines) amidships so every capital ship doesn't have to bristle with cannon pointing at the same target.
EDIT: fastposted by yeti, whose idea I kinda like, tho the captive commander sounds like a bit much to explain
2. speaking of cannon, there are a few that could be oriented a bit more clearly, but that's a smaller concern (tho one of the cannon on Principe Bow looks like it could bombard French Achille, which doesn't seem to make sense)
3. having run some bonus concepts thru MrB's new drop bonus calculator, you'll want to give strong consideration to adding one to the terit required for every bonus save british windward (I know, I know, I've been harping on about this for some time, but eipi's calculator painted a grim picture, and MrB's is, if anything, a bit grimmer).
4. with two neutrals on every flagship (seems like you'd be able to do better with neutral 3's or better yet 2's), 1v1s will start with 18 terits apiece, which is a less than ideal outcome. One option would be to have only one terit of each flagship start neutral, which of course makes the 1v1 bonus drop odds even woolier, so it's not exactly a silver bullet
5. "Bucentaure" seems to have undergone a name change
An open-ended question: is there a better way to assign bonuses here than build-a-bonus? Look, I'm not trying to throw a monkey wrench in things, and if build-a-bonus works best, that's fine, I'm just wondering if an alternative can be found. I will confess that I'm beginning to think that build-a-bonus might not be as awesome a bonus system as it's made out to be.
 Can we get something decided here and stick to it!?
 Can we get something decided here and stick to it!?


 cairnswk
				cairnswk
			








 
		yeti_c wrote:.....
Agreed that leaving it out is a good idea - it was a bit of my imagination running off!!
C.



 cairnswk
				cairnswk
			








 
		
 Incandenza
				Incandenza
			














 
		Incandenza wrote:I know, I know, I'm Mr. No Fun. But we were in the midst of discussing bonuses when this map went on vacation, so it's not like I'm coming out of left field with all this. Everything I commented on had to do with either the long-standing bonus discussion or the relatively new addition of double commander terits. The map, while I like it a great deal, wasn't 100% ready for a gameplay stamp when it went on holiday, and it still isn't now (but it's really close).
An open-ended question: is there a better way to assign bonuses here than build-a-bonus? Look, I'm not trying to throw a monkey wrench in things, and if build-a-bonus works best, that's fine, I'm just wondering if an alternative can be found. I will confess that I'm beginning to think that build-a-bonus might not be as awesome a bonus system as it's made out to be.
 
 5. "Bucentaure" seems to have undergone a name change
1. I like what you've done legend-wise with the Bow and Stern concepts, tho it seems like there needs to be one more line describing how the commander ships are essentially one terit when it comes to their interactions with surrounding ships. As it stands, people might think that Victory Bow operates one cannon, Victory Stern another. I confess I have no idea how to phrase this, tho don't think I haven't been bending the odd brain cell to try and figure it out. Graphically this'll potentially help, you can put the cannon (along with attack lines) amidships so every capital ship doesn't have to bristle with cannon pointing at the same target.
Offender removed.(tho one of the cannon on Principe Bow looks like it could bombard French Achille, which doesn't seem to make sense)
3. having run some bonus concepts thru MrB's new drop bonus calculator, you'll want to give strong consideration to adding one to the terit required for every bonus save british windward (I know, I know, I've been harping on about this for some time, but eipi's calculator painted a grim picture, and MrB's is, if anything, a bit grimmer).
 
 4. with two neutrals on every flagship (seems like you'd be able to do better with neutral 3's or better yet 2's), 1v1s will start with 18 terits apiece, which is a less than ideal outcome. One option would be to have only one terit of each flagship start neutral, which of course makes the 1v1 bonus drop odds even woolier, so it's not exactly a silver bullet
...so you want these down now to even less.Furthermore, I'd put a potential commander neutral terit at only, say, 3 or 4...



 cairnswk
				cairnswk
			








 
		
Commander ships have bow & stern
+1 for any whole Commander …
… (part of above bonus)
… (excluded from above bonus)


 the.killing.44
				the.killing.44
			


















 
			cairnswk wrote:Incandenza wrote:I know, I know, I'm Mr. No Fun. But we were in the midst of discussing bonuses when this map went on vacation, so it's not like I'm coming out of left field with all this. Everything I commented on had to do with either the long-standing bonus discussion or the relatively new addition of double commander terits. The map, while I like it a great deal, wasn't 100% ready for a gameplay stamp when it went on holiday, and it still isn't now (but it's really close).
I'm sorry, i'm not having a go at you, and i know the bonuses haven't been finished yet, but you made the statement:An open-ended question: is there a better way to assign bonuses here than build-a-bonus? Look, I'm not trying to throw a monkey wrench in things, and if build-a-bonus works best, that's fine, I'm just wondering if an alternative can be found. I will confess that I'm beginning to think that build-a-bonus might not be as awesome a bonus system as it's made out to be.
which led me to believe you wanted to change something that had already been bedded.
cairnswk wrote:I have placed "Commander Ships are one ship with two armies that can attack & bombard" in the legend because as i stated sometime back, these larger vessels usually carried 128 guns. Therefore it makes sense that they should have more armoury and men (armies) to bomb with and conquer.
That is how i see the gameplay for commander ships.
As for bow and stern, i think .44 came up with the perfect descriptions as this is in line with things naval.
cairnswk wrote:You can harp on about this as this is the bonus discussion that was occurring before. No probs.
So please tell me what bonuses you want on there now. The one that are there now are from option D that you gave before, but they will have to be re-done now that there are Extra armies on commanders. I am quite happy to go with whatever you decide since you and C have much more idea on these concepts/calculations that i do.
cairnswk wrote:Incandenza wrote:4. with two neutrals on every flagship (seems like you'd be able to do better with neutral 3's or better yet 2's), 1v1s will start with 18 terits apiece, which is a less than ideal outcome. One option would be to have only one terit of each flagship start neutral, which of course makes the 1v1 bonus drop odds even woolier, so it's not exactly a silver bullet
In your previous large bonus Options post you stated:...so you want these down now to even less.Furthermore, I'd put a potential commander neutral terit at only, say, 3 or 4...
If we are going to reduce the number of neutral starts on the commander vessels and still have one army start on each, then perhaps we should leave the neutrals up at 4 so that they don't get conquered too easily/early.

 Incandenza
				Incandenza
			














 
		

 Incandenza
				Incandenza
			














 
		Incandenza wrote:Okay, here are the overall drop odds under 2 different scenarios. No, I have no idea why the screengrabs are fuzzy, but then again my computer sucks, so what are ya gonna do....
 I'm sorry but under the guidance of what i don't get paid here at CC, i can't afford you one.
 I'm sorry but under the guidance of what i don't get paid here at CC, i can't afford you one.The first, 1 terit per commander starts neutral:
The second, both terits per commander start neutral:
Now, the bonus drop odds for 61 starting terits are just brutal. Even in 2v2, three different bonuses have over 10% chance of being dropped by someone.
The drop odds for 55 terits is better, but then there's that whole pesky "starting with 18 terits in 1v1" thing that we try to avoid.
So two options, each with flaws.... but wait, there's a third option, where both terits per commander start neutral, and there are 53 starting terits:
How do we get that, you ask? Well, the history weenie in me recoils a bit at the suggestion, but the risk-playing weenie in me thinks it might not be that bad of an idea: get rid of Britannia and Spartiate (you'll note a commensurate small tweak in the British Windward bonus). Their presence in the actual battle aside, those two terits aren't really bringing a lot to the table here. And if they go the way of the dodo, then the drop bonus odds are manageable, 1v1 players start with 17 terits, and worldpeace draws that much closer to becoming a reality.
Could work. Now if you'll excuse me, I think I'll step outside to see if I can hear cairns' howl of dismay from halfway around the world.
 
 


 cairnswk
				cairnswk
			








 
		cairnswk wrote:Incandenza wrote:Okay, here are the overall drop odds under 2 different scenarios. No, I have no idea why the screengrabs are fuzzy, but then again my computer sucks, so what are ya gonna do....
You could get a new one!!I'm sorry but under the guidance of what i don't get paid here at CC, i can't afford you one.
cairnswk wrote:Hurrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr! How dare you!
Drop two ships from the battle.
Me thinks that history-weenies would be overcome with dismay.
I can cope with that, but can the players cope?
Please discuss, or will there be any discussion on this matter since the map is only reviewed by three of you?
 ) But I would like to get some feedback from 44 and yeti. If they're cool with this change (and you seem to be onboard), then it's gameplay stampin' time.
 ) But I would like to get some feedback from 44 and yeti. If they're cool with this change (and you seem to be onboard), then it's gameplay stampin' time.
 Incandenza
				Incandenza
			














 
		 ) it be the required ships or the bonus number. Though it'd be more logical to make it "7 British (W) +3," seeing how you took away ships, and using parallel structure (idk if that's real … it works in grammar and in math, so why not!) on the bonuses, that would be the way to go. And I don't believe you'd have to alter the bonus number if you're making it just 7 Brit ships needed.
 ) it be the required ships or the bonus number. Though it'd be more logical to make it "7 British (W) +3," seeing how you took away ships, and using parallel structure (idk if that's real … it works in grammar and in math, so why not!) on the bonuses, that would be the way to go. And I don't believe you'd have to alter the bonus number if you're making it just 7 Brit ships needed.
 the.killing.44
				the.killing.44
			


















 
			
 Incandenza
				Incandenza
			














 
		Incandenza wrote:And for what it's worth, each commander terit counts as a ship terit in the bonus structure (should this fact perhaps be reflected in the legend?), they're just not added to the initial drop 'cause they're neutral.
 then that should be clarified in the key. Once again, is the (with above bonus) referring to that? That's in the next version in any case.
 then that should be clarified in the key. Once again, is the (with above bonus) referring to that? That's in the next version in any case.
 the.killing.44
				the.killing.44
			


















 
			
 Incandenza
				Incandenza
			














 
		Incandenza wrote:Actually there are 12 british windward terits (10 ships plus 2 Victory terits).

And since you've been looking at the map and made the mistake, then there should be some sort of clarification in the legend.
How about something like this:
[graphics representation of Bow and Stern]
Flagships consist of a Bow and Stern, hold both +1
Each Flagship terit counts toward larger bonuses
Maybe?
[bow & stern graphics]
Hold whole Flagship (Bow & Stern) +1
Each Flagship terit counts toward larger bonuses

 the.killing.44
				the.killing.44
			


















 
			Incandenza wrote:How do we get that, you ask? Well, the history weenie in me recoils a bit at the suggestion, but the risk-playing weenie in me thinks it might not be that bad of an idea: get rid of Britannia and Spartiate (you'll note a commensurate small tweak in the British Windward bonus). Their presence in the actual battle aside, those two terits aren't really bringing a lot to the table here. And if they go the way of the dodo, then the drop bonus odds are manageable, 1v1 players start with 17 terits, and worldpeace draws that much closer to becoming a reality.


 yeti_c
				yeti_c
			













 
		yeti_c wrote:My main concern with this is loosing 2 british ships...
However - as a Risk map - this also reduces that little pocket of protectable ships in the corner there to much less than useful as before - which can also be useful...
Of course the other option would be to simply make these two ships neutral... they would rarely be used in most games - and that would appease the history buffs and the gameplay gurus?!
C.


 Incandenza
				Incandenza
			














 
		

 yeti_c
				yeti_c
			













 
		yeti_c wrote:...
I like the idea of neutering them.
C.



 cairnswk
				cairnswk
			








 
		cairnswk wrote:yeti_c wrote:...
I like the idea of neutering them.
C.
I thought i knew a lot, but this one's a newie on me....'til i checked it out.
Onya C. Learn something every day!


 yeti_c
				yeti_c
			













 
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