Jamaica

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tlane
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by tlane »

I have not read anything yet so people may have said this.

1. can you make the swords less blurry.
2. Could you make the coffee on "Gordon town" bigger, it is hard to see
3. Could you clear up the numbers on Gealoon Harbor, i realize it is that 4 but could you maybe move it closer to the land.

Those are my quick observations, but i will be back soon to comment on gameplay.

tlane
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cairnswk
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by cairnswk »

DJ Teflon wrote:Forgive me if this has been clariied earlier but, do players gain the ordinary +3 per turn (minimum)? Is it envisaged that players take a port on their second turn (unless they try their luck with 6 against 7)? I think this is where the ship auto-deploy might be worth considering perhaps?

OK, what do others think about this? It could be worthwhile :)

....Overall, it looks like the gameplay has a nice blend of starting position strategy and resource-bonuses.
I like the incorporation of the political and economic features, the map is certainly more than the link suggested above.

Yes, something a little different yet again. ;)
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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cairnswk
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by cairnswk »

tlane wrote:I have not read anything yet so people may have said this.

1. can you make the swords less blurry.
2. Could you make the coffee on "Gordon town" bigger, it is hard to see
3. Could you clear up the numbers on Gealoon Harbor, i realize it is that 4 but could you maybe move it closer to the land.

Those are my quick observations, but i will be back soon to comment on gameplay.

tlane

The imagery cxan be attended to, but still waiting on your gameplay observations :?:
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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TaCktiX
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by TaCktiX »

I think that the 7 neutral is completely unnecessary. Everyone has to break it to hit the Island by my understanding (I read the map), which coincidentally holds all bonuses. If the neutral is knocked down to something reasonable considering that that is every player's gateway to the map, then an autodeploy will be rendered unnecessary as well.
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sailorseal
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by sailorseal »

TaCktiX wrote:I think that the 7 neutral is completely unnecessary. Everyone has to break it to hit the Island by my understanding (I read the map), which coincidentally holds all bonuses. If the neutral is knocked down to something reasonable considering that that is every player's gateway to the map, then an autodeploy will be rendered unnecessary as well.

I think the auto depoy evens it out and "Do I go for it or do I wait to keep getting the auto?" is a fun question to have to ask yourself during the game
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TaCktiX
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by TaCktiX »

sailorseal wrote:I think the auto depoy evens it out and "Do I go for it or do I wait to keep getting the auto?" is a fun question to have to ask yourself during the game


The problem is that you have to make that decision from Round 1, which really isn't much fun at all.
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iancanton
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by iancanton »

TaCktiX wrote:
sailorseal wrote:I think the auto depoy evens it out and "Do I go for it or do I wait to keep getting the auto?" is a fun question to have to ask yourself during the game

The problem is that you have to make that decision from Round 1, which really isn't much fun at all.

true in unlimited forts, but the decision must be made every turn in adjacent forts.

two further observations: port morant seems to have no function at all, now that the ports don't connect, and i'd reduce the neutrals on the non-strategic non-important territories like st albans to only 1, since there's virtually no reason to take them otherwise.

cairnswk wrote:
captainwalrus wrote:What is the "gold" that it talks about in the bonus description. It doesn't mention it in the resourse descriptions. Either that or I'm pretty stupid and it is probably just right there on the map, but if it is, please tell me.

Cobs?

not everyone will associate cobs with gold (except by elimination), unless u call them gold cobs.

ian. :)
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cairnswk
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by cairnswk »

DJ Teflon wrote:Forgive me if this has been clariied earlier but, do players gain the ordinary +3 per turn (minimum)? Is it envisaged that players take a port on their second turn (unless they try their luck with 6 against 7)? I think this is where the ship auto-deploy might be worth considering perhaps?

OK seems as though people are in favour of auto-deploy on the ships.
.... London's position is different and any advantage/disadvantage is minor.
Overall, it looks like the gameplay has a nice blend of starting position strategy and resource-bonuses.
I like the incorporation of the political and economic features, the map is certainly more than the link suggested above.

Thanks DJ Teflon :)
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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cairnswk
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Re: Jamaica V9(P7) - Gameplay??

Post by cairnswk »

manstrong wrote:Where is Port Royal located? And why do some ports have 7 and some have 4/0? Just wondering as I try to understand. :)

Port Royal is the area between Fort Rupert and Warehouses.
7 was the neutral amount allocated to the port, but this being reduced to 5.
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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cairnswk
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by cairnswk »

TaCktiX wrote:I think that the 7 neutral is completely unnecessary. Everyone has to break it to hit the Island by my understanding (I read the map), which coincidentally holds all bonuses. If the neutral is knocked down to something reasonable considering that that is every player's gateway to the map, then an autodeploy will be rendered unnecessary as well.

OK, how about we make it 5 neutrals.
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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cairnswk
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by cairnswk »

iancanton wrote:
TaCktiX wrote:
sailorseal wrote:I think the auto depoy evens it out and "Do I go for it or do I wait to keep getting the auto?" is a fun question to have to ask yourself during the game

The problem is that you have to make that decision from Round 1, which really isn't much fun at all.

true in unlimited forts, but the decision must be made every turn in adjacent forts.

two further observations: port morant seems to have no function at all, now that the ports don't connect, and i'd reduce the neutrals on the non-strategic non-important territories like st albans to only 1, since there's virtually no reason to take them otherwise.

Port Morant removed as port.
How about i add a slave to St Albans to make it worthwhile again.

cairnswk wrote:
captainwalrus wrote:What is the "gold" that it talks about in the bonus description. It doesn't mention it in the resourse descriptions. Either that or I'm pretty stupid and it is probably just right there on the map, but if it is, please tell me.

Cobs?

not everyone will associate cobs with gold (except by elimination), unless u call them gold cobs.

Changed to Gold Cobs.
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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cairnswk
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Re: Jamaica [D] V11

Post by cairnswk »

Version 11 below
Main Change is the legend font...to DickensScript font.

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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
aequitas08
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Re: Jamaica [D] V11(P10) - Bonus discussion please

Post by aequitas08 »

Perhaps a bonus involving the forts, for example 1 maroon + 1 fort = +1, or a similar bonus that would give players on the east side a bonus similar to the maroons on the west, all forts + port morant = +2.
This is would make the forts more interesting, the examples i gave were just quick thoughts.

Great work progressing this map, it looks outstanding ... i'm ready to play.
-aequitas08
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iancanton
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by iancanton »

cairnswk wrote:
iancanton wrote:two further observations: port morant seems to have no function at all, now that the ports don't connect, and i'd reduce the neutrals on the non-strategic non-important territories like st albans to only 1, since there's virtually no reason to take them otherwise.
Port Morant removed as port.
How about i add a slave to St Albans to make it worthwhile again.

that works well. what will u do with the ex-ports (port morant and galleon harbour)?

ian. :)
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cairnswk
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by cairnswk »

iancanton wrote:
cairnswk wrote:
iancanton wrote:two further observations: port morant seems to have no function at all, now that the ports don't connect, and i'd reduce the neutrals on the non-strategic non-important territories like st albans to only 1, since there's virtually no reason to take them otherwise.
Port Morant removed as port.
How about i add a slave to St Albans to make it worthwhile again.

that works well. what will u do with the ex-ports (port morant and galleon harbour)?

ian. :)

Bumbo for Galleon Harbour. Cattle for Port Morant perhaps?
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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iancanton
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by iancanton »

nothing wrong with cattle and bumbo. there's no current reason for newtown to have 3 neutrals, since players can sidestep it easily without loss of time. what can we put there for the best balance?

ian. :)
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tlane
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Re: Jamaica [D] V10(P9) - Gameplay discussion please

Post by tlane »

iancanton wrote:there's no current reason for newtown to have 3 neutrals, since players can sidestep it easily without loss of time. what can we put there for the best balance?


what about putting cattle on newtown, just an idea
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cairnswk
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Re: Jamaica [D] V12

Post by cairnswk »

1. Some new resources to fill up Kingston
2. Moved some of the Port Royal names around

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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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sailorseal
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Re: Jamaica [D] V12(P10) - Bonus discussion please

Post by sailorseal »

I would like to see the Bonus Legend use symbols instead of words
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cairnswk
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Re: Jamaica [D] V12(P10) - Bonus discussion please

Post by cairnswk »

sailorseal wrote:I would like to see the Bonus Legend use symbols instead of words

OK, i can do that.
But let's look at what the actual bonuses are, and can they be changed for betterment :idea:
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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Re: Jamaica [D] V12(P10) - Bonus discussion please

Post by neanderpaul14 »

As with all your maps I'm truly looking forward to playing this one =D> =D> =D>
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iancanton
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Re: Jamaica [D] V12(P10) - Bonus discussion please

Post by iancanton »

don't forget to change the former ports to 3 neutrals.

ian. :)
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sailorseal
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Re: Jamaica [D] V12(P10) - Bonus discussion please

Post by sailorseal »

Can you make a equal distance between all of the ports
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cairnswk
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Re: Jamaica [D] V12(P10) - Bonus discussion please

Post by cairnswk »

sailorseal wrote:Can you make a equal distance between all of the ports

what way do you mean
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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sailorseal
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Re: Jamaica [D] V12(P10) - Bonus discussion please

Post by sailorseal »

cairnswk wrote:
sailorseal wrote:Can you make a equal distance between all of the ports

what way do you mean

There are 21 neutrals between Spain and Liverpool but but 18 between Liverpool and Bristol, even it out
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