m=0
Moderator: Cartographers

 Evil DIMwit
				Evil DIMwit
			








 
		Evil DIMwit wrote:I see what you're getting at. Still, rather convoluted.
Here's one: The castles in the corner can be assaulted from one trebuchet each (and their catapults can in turn assault one trebuchet each). The castles in the middle can be assaulted by two trebuchets each. So Castle H has to deal with whoever's in A, B, F, and G, while castle A only has to deal with B and H. How do you address this iniquity?
 Kabanellas
				Kabanellas
			

















 
		

 MarshalNey
				MarshalNey
			












 
		

 Kabanellas
				Kabanellas
			

















 
		
 
  

 Evil DIMwit
				Evil DIMwit
			








 
		MarshalNey wrote:The gameplay seems okay, I think.
One thing I've been waiting to say until the big kinks were worked out, is that I think a judicious use of color could greatly help with the clarity of the gameplay.
For instance, by color-coding each Noble with its corresponding castle, you might clear up some confusion that's been brought up once already about the Noble-Castle connection. Plus it would make it easier to get a quick read of the map for people like me
Also, it might help to match the Councillors with their corresponding places in the legend with color (borders, silohuette outline, background, whatever) or with a small distinctive colored symbol perhaps... just something to enhance the current distinctions, which take a moment or two to distinguish.
MarshalNey wrote:I think that the gameplay might benefit also from boosting the value of the Councillors. If you made the Duke and the Bishop give +1 for every relevant thing held, rather than +1 for 2, and likewise increased the Field Marshal's bonus to +2 per catapult, it would even things out and also make them more worthwhile to pursue in their own right. By 'even things out', I mean that the Duke and Bishop could now potentially give +3 without having to crash into another players' home turf, while the Field Marshal would only give a +2, but also provides access to the S Archers thus having a relatively balanced value.
The Lord Chamberlain still provides +2 right off the bat, so I think he might still be okay as is, but you could always increase the Noble bonus to +2 per without seriously overpowering him, since taking Nobles is going to be very, very difficult.
This isn't necessary, especially for 4 player-games or smaller, but it might help make 5 to 8-player games more enjoyable by putting more viable bonuses out there.
I'll ask my fellow CAs if there's any other objections to stickying this one; I think Evil D was satisfied.
Marshal Ney

 chipv
				chipv
			




























 
		Evil DIMwit wrote:Oh, wow. This has been sitting here for a while. Well, looks like there aren't any further complaints so I'll go ahead and move this along. Sorry about the delay.


 chipv
				chipv
			




























 
		
 Kabanellas
				Kabanellas
			

















 
		MarshalNey wrote:One thing I've been waiting to say until the big kinks were worked out, is that I think a judicious use of color could greatly help with the clarity of the gameplay.
For instance, by color-coding each Noble with its corresponding castle, you might clear up some confusion that's been brought up once already about the Noble-Castle connection. Plus it would make it easier to get a quick read of the map for people like me
Also, it might help to match the Councillors with their corresponding places in the legend with color (borders, silohuette outline, background, whatever) or with a small distinctive colored symbol perhaps... just something to enhance the current distinctions, which take a moment or two to distinguish.

 Kabanellas
				Kabanellas
			

















 
		 
  Kabanellas
				Kabanellas
			

















 
		
 Industrial Helix
				Industrial Helix
			

















 
		

 RjBeals
				RjBeals
			






 
			Yeah, it seems that the text is awfully blurry. Could it be from resizing rasterized text ?RjBeals wrote:Kabanellas - curious if you're developing this map at double size, then reducing by half before you post?


 porkenbeans
				porkenbeans
			









 
		porkenbeans wrote:Yeah, it seems that the text is awfully blurry. Could it be from resizing rasterized text ?RjBeals wrote:Kabanellas - curious if you're developing this map at double size, then reducing by half before you post?


 Victor Sullivan
				Victor Sullivan
			

















 
			 I'm working on the small map alone. Actually it was this the first size in which I've worked for this project.
  I'm working on the small map alone. Actually it was this the first size in which I've worked for this project. Kabanellas
				Kabanellas
			

















 
		
 ender516
				ender516
			










 
		

 porkenbeans
				porkenbeans
			









 
		
 Kabanellas
				Kabanellas
			

















 
		
 ender516
				ender516
			










 
		
 CoolC
				CoolC
			











 
		CoolC wrote:I suggest you make the half-hexes around the info boxes raised / impassable. Looks like you've started doing this on the sides but not at all on the center box (above and below).
 Kabanellas
				Kabanellas
			

















 
		Kabanellas wrote:CoolC wrote:I suggest you make the half-hexes around the info boxes raised / impassable. Looks like you've started doing this on the sides but not at all on the center box (above and below).
Are you talking about the hexes above B4 or F4 that don't have the 'inner bevel'? That was done on purpose, like if the legend boards have been placed there covering a couple of the in-game hexes.

 CoolC
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 thenobodies80
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 Kabanellas
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