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Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Tue Mar 10, 2009 8:04 pm
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
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Sun Mar 15, 2009 6:45 pm
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.

Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Sun Mar 15, 2009 6:46 pm
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

Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Tue Mar 17, 2009 9:20 pm
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.
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Tue Mar 17, 2009 9:22 pm
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
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Tue Mar 17, 2009 10:00 pm
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.
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Sun Mar 22, 2009 5:09 am
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.

Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Mon Mar 23, 2009 4:34 pm
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

Re: Jamaica V9(P7) - Gameplay??
Posted: Mon Mar 23, 2009 4:49 pm
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.
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Mon Mar 23, 2009 4:50 pm
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.
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Mon Mar 23, 2009 4:55 pm
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.
Re: Jamaica [D] V11
Posted: Mon Mar 23, 2009 5:51 pm
by cairnswk
Version 11 below
Main Change is the legend font...to DickensScript font.

Re: Jamaica [D] V11(P10) - Bonus discussion please
Posted: Mon Mar 23, 2009 11:17 pm
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
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Wed Mar 25, 2009 3:45 am
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.

Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Thu Mar 26, 2009 7:20 am
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?
Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Fri Mar 27, 2009 9:01 am
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.

Re: Jamaica [D] V10(P9) - Gameplay discussion please
Posted: Fri Mar 27, 2009 11:09 am
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
Re: Jamaica [D] V12
Posted: Fri Mar 27, 2009 12:09 pm
by cairnswk
1. Some new resources to fill up Kingston
2. Moved some of the Port Royal names around

Re: Jamaica [D] V12(P10) - Bonus discussion please
Posted: Sun Mar 29, 2009 12:32 pm
by sailorseal
I would like to see the Bonus Legend use symbols instead of words
Re: Jamaica [D] V12(P10) - Bonus discussion please
Posted: Sun Mar 29, 2009 12:57 pm
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

Re: Jamaica [D] V12(P10) - Bonus discussion please
Posted: Wed Apr 01, 2009 3:27 pm
by neanderpaul14
Re: Jamaica [D] V12(P10) - Bonus discussion please
Posted: Sat Apr 04, 2009 10:06 am
by iancanton
don't forget to change the former ports to 3 neutrals.
ian.

Re: Jamaica [D] V12(P10) - Bonus discussion please
Posted: Sat Apr 04, 2009 4:23 pm
by sailorseal
Can you make a equal distance between all of the ports
Re: Jamaica [D] V12(P10) - Bonus discussion please
Posted: Sat Apr 04, 2009 5:00 pm
by cairnswk
sailorseal wrote:Can you make a equal distance between all of the ports
what way do you mean
Re: Jamaica [D] V12(P10) - Bonus discussion please
Posted: Sat Apr 04, 2009 5:09 pm
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