
Moderator: Cartographers



it is by design that the ships can't be attacked, that's the whole point.....jbrettlip wrote:HAve a way to attack the ships. It is horrible gameplay.
but it is dumb...you can never eliminate a player. games will last forever on this type of map. You should have a British warship that starts with a 10 neutral and reverts back to neutral after the turn, that can attack the pirates.zimmah wrote:it is by design that the ships can't be attacked, that's the whole point.....jbrettlip wrote:HAve a way to attack the ships. It is horrible gameplay.


any map on a phone is horrible, but i'd imagine it's alright on an ipad.jbrettlip wrote:Read CC mission: deploy, attack, reinforce. CONQUER your opponent. You can't do this on this map. Have you tried looking at this map on an ipad or phone? Reading the small font, to try and figure out how many treasures you are holding? It is flat out terrible. Sorry DiM. I have loved AOM since the beginning. THAT was a great innovation. This is simply frustrating gameplay.

this is as good point, nukes and zombies should be blocked because without your ship you can't win. Unfortunately we can't block territories from appearing on cardsDonelladan wrote:Just started to play the map, very interesting concept indeed.
Since it is 100% impossible to eliminate someone, this map should be block from assassin and terminator no?
Also, only way to kill someone is to play nuclear and zombies, can you make it impossible to get the card from the ships?
Haven't finished one game yet but love the concept.


This was a game against me. I do agree it can be confusing to fully grasp the map from the beginning. I seemed to have an advantage over buddhabelly but cannot confirm if that was due to strategy or private vs merchant as I haven't played the map enough. I am in another 1v1 where we both have a pirate ship and it's just a game of the dice.buddhabelly wrote:first time playing, and i had to read the rules 3 times before i noticed the difference between pirates and merchants. plus it seems like this map very much favors the pirate for the first handful of turns. i would be willing to bet in a 1v1, the pirate wins 75% of the time.

Agreed it will take quite a while to work out the perfect balance. In my two 1v1 games I've had Fearsome DiM both times - won one against a merchant ship and going to lose against a pirate ship. I haven't played enough from other starting positions to comment.DiM wrote:as with every new concept it's very tricky to get it right on the first try, especially when it involves more complications than any map ever made. with all those separate missions balancing is a hard task so i'm quite sure that i did not get it perfectly balanced.
the thing is i will need plenty of feedback to reach a clear conclusion. losing in a game might be simply because the other player had great dice and not because the map is imbalanced.
so far i think fearsome DiM's mission is a bit too difficult, but i could be wrong.
i expect this to sit in beta for quite a while.

This is not dumb - this is why this is a great map! In multi-player games, everyone plays until the end - how could it be any better....well I would agree with some comments that it is a little hard to read some of the names....but otherwise, so far, it is an awesome map!jbrettlip wrote:but it is dumb...you can never eliminate a player. games will last forever on this type of map. You should have a British warship that starts with a 10 neutral and reverts back to neutral after the turn, that can attack the pirates.zimmah wrote:it is by design that the ships can't be attacked, that's the whole point.....jbrettlip wrote:HAve a way to attack the ships. It is horrible gameplay.
One possibility for balancing this would be to require him to hold at least one inland hex. There's even a perfectly viable narrative for this requirement: All the treasure sites are known, and he needs to find a new, safer place to hide his treasure. And, it would certainly reduce the advantage that he holds as a pirate, since he couldn't police the inland hex directly from his ship.DiM wrote:so 9 would be better?
or perhaps leave it at 7 treasures but add 2 ports from where he can plan his ruthless attacks.
this way he'll have to compete with other pirates for the treasures and with the merchants for the ports.
one more thing. are the pirates a bit overpowered cause they can attack any coast? would it be better if instead of this, they'd be able to attack any port + any coastal treasure?
That would just make it like so many other maps. Stack, stack, stack, then pull the trigger, take out the bombarding ship, win or lose all in one big attack. Yawn. Been done soooo many times.jbrettlip wrote:but it is dumb...you can never eliminate a player. games will last forever on this type of map. You should have a British warship that starts with a 10 neutral and reverts back to neutral after the turn, that can attack the pirates.zimmah wrote:it is by design that the ships can't be attacked, that's the whole point.....jbrettlip wrote:HAve a way to attack the ships. It is horrible gameplay.
+1Gilligan wrote:any map on a phone is horrible, but i'd imagine it's alright on an ipad.jbrettlip wrote:Read CC mission: deploy, attack, reinforce. CONQUER your opponent. You can't do this on this map. Have you tried looking at this map on an ipad or phone? Reading the small font, to try and figure out how many treasures you are holding? It is flat out terrible. Sorry DiM. I have loved AOM since the beginning. THAT was a great innovation. This is simply frustrating gameplay.
how is this concept any different than das schloss? you have to hold the objective to win, that's the only way to do it. yes, there's a way to eliminate, but does anyone do it? no. if anything it's more intriguing because you don't know what objective people need to win.
Why should that be blocked? The 1-in-whatever chance that your base will get nuked will be one of the risks you take. If you don't want to take that risk, then don't play it in nukes, but don't close the door on that possibility for others.Donelladan wrote: Since it is 100% impossible to eliminate someone, this map should be block from assassin and terminator no?
Also, only way to kill someone is to play nuclear and zombies, can you make it impossible to get the card from the ships?
I am speaking of assassin and terminator, and you reply me about nuke.Donelladan wrote:Since it is 100% impossible to eliminate someone, this map should be block from assassin and terminator no?
Also, only way to kill someone is to play nuclear and zombies, can you make it impossible to get the card from the ships?
Why should that be blocked? The 1-in-whatever chance that your base will get nuked will be one of the risks you take. If you don't want to take that risk, then don't play it in nukes, but don't close the door on that possibility for others.
people were exploiting loopholes with manual (ie, manual AoR....but it's not actually manual since you only have one tert) to avoid having to play *real* manual. I don't see how would be any different, for people that don't actually want to play assassin or terminator games but can use this map as an easy get around for the medals.DiM wrote:i'm sorry i'm not posting more often but my time is extremely limited.
i haven't had the time to play this too much but so far i agree 1v1 can become an attrition battle especially if both players are pirates/merchants.
assassin and terminator games would just play as a standard game so not sure if they really need to be blocked.
not sure how zombies actually work, but the nukes could indeed provide a nasty surprise if your ship gets bombed. i'm not decided on whether this should be blocked or not. i guess the majority's opinion should decide it.

Game 6511902 - they do when they have problems holding the objective for an entire round. Which could be a thing with enough players in Escalating Sequential: after enough turns, someone's probably going to cash in a set between any two of your turns, getting significantly more armies than you got on your last set, and they probably only have to break 1 or 2 of your areas (especially if you have a mission that requires spots by name). Unless you ban sunny from this map, then sunny 8 player Escalating Sequential: as before and everyone knows exactly where to stop you.Gilligan wrote:how is this concept any different than das schloss? you have to hold the objective to win, that's the only way to do it. yes, there's a way to eliminate, but does anyone do it? no.