Moderator: Cartographers

On a side note, I'd like to suggest adding an extra feature to Wa owners. These bonus (terrs) are extremely unappealing as they stand now, what if from there you could bombard all capitals ?natty_dread wrote:Ok, how about these bonuses:
Tang: +2 for 3
Seems better, but maybe change 1 boat from Teng-chou to Yantai to open a new border on the peninsula
Silla: +1 for 1
Still too much I'm afraid, I'd make it +1 for 2
Goguryeo: +1 for 2
seems good
Baekje: +1 for 3
seems good
Gaya: +1 for 2
seems good
I'm afraid that won't do at all, that would go totally against the theme of the map...Kabanellas wrote:On a side note, I'd like to suggest adding an extra feature to Wa owners. These bonus (terrs) are extremely unappealing as they stand now, what if from there you could bombard all capitals ?
The Wa owner wouldn't be a bonus builder, but a bonus destructor that can put all capitals in check. I'd also raise that bonus to 3...

You probably right, but the game-play would benefit a lot from it and the Wa owner would have a chance of accomplishing something on the map.natty_dread wrote:I'm afraid that won't do at all, that would go totally against the theme of the map...
I don't know. He's missing his turns, hasn't logged in for a couple of days.Kabanellas wrote:You probably right, but the game-play would benefit a lot from it and the Wa owner would have a chance of accomplishing something on the map.natty_dread wrote:I'm afraid that won't do at all, that would go totally against the theme of the map...![]()
...is Helix on vacations?

i'm with kabanellas on this one. regardless of historical accuracy i too think that Wa should be able to bombard capitals.Kabanellas wrote:You probably right, but the game-play would benefit a lot from it and the Wa owner would have a chance of accomplishing something on the map.natty_dread wrote:I'm afraid that won't do at all, that would go totally against the theme of the map...![]()
...is Helix on vacations?
natty_dread wrote:Ok, this is getting to the point that I'm wondering whether the best solution would be to take the map down, throw it back to gp and continue from there...
No. Just, no. It goes against all principles of this map. It's like saying that europe should be able to bombard australia in classic. I'd rather take the map down and rehaul the whole gameplay than do that.DiM wrote:i too think that Wa should be able to bombard capitals.
Maybe so, but beta-testing shouldn't be a place where the gameplay is tested on the public. The gameplay should be mostly done, and only require fine-tuning...The Bison King wrote:But isn't there an advantage to being able to test changes as they are implemented?

could you find some way of making that Wa region usable... The problem is that anyone that owns those terrs will be stuck in a dead end, you just can't afford to destroy another player bonus by taking their capital.natty_dread wrote:No. Just, no. It goes against all principles of this map. It's like saying that europe should be able to bombard australia in classic. I'd rather take the map down and rehaul the whole gameplay than do that.


natty_dread wrote:No. Just, no. It goes against all principles of this map. It's like saying that europe should be able to bombard australia in classic. I'd rather take the map down and rehaul the whole gameplay than do that.
i understand that you want historical accuracy. but sometimes that makes for a terrible gameplay. it's like saying china on the classic map should give a +20 just because it represents a huge power (economical and military). image how would classic map play if china had a +20 bonus.natty_dread wrote: I decided to keep Silla as 1/1 - making it 1/2 would not be good since that would make it too weak in comparison, it should be the strongest bonus.
so keeping silla at +1 for each terit is still a bad idea. somebody that gets dongye maecho ye yanju gyaongju and geumgwan will have to defend just 2 borders and get a total bonus of +10 (6 from silla bonus, 1 for fortress, 3 for total number of terits)map making guide wrote:Function trumps form - The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc...
Form must follow function - So important it's on the list twice! Expect to show some flexibility and be prepared to move away from complete geographical accuracy or historical authenticity: the look and theme of the map must be utterly subservient to gameplay and legibility.
not really that easy. and in a 1v1 game he who goes for WA loses. while he struggles to cope with the -4 the opponent simply gets another capital and then another and so on and he'll always have the edge.natty_dread wrote:On the other hand, consider that by taking another's capital and a few territories you can easily get a bonus that more than offsets the -4...
this might work. it makes the strategy for Wa a bit odd but it definitely could work. one would have to start taking terits before taking a capital so that his bonus doesn't suffer from one turn to another but it would be ok.natty_dread wrote:How about making it so that Wa only gives a +3 bonus if you don't hold any capitals, if you hold a capital it gives no bonus and no penalty?
pamoa wrote:you need to reorder both of your legends to help players to find bonus area
please follow the left-right top-bottom order
goguryeo
tang
baekje
silla
gaya
wa
Let's just see how it works. Remember that we're having increased neutrals on the capitals, which will make Silla harder to take. If it's still too powerful, so that it unbalances the map, we'll think of something.DiM wrote:so keeping silla at +1 for each terit is still a bad idea. somebody that gets dongye maecho ye yanju gyaongju and geumgwan will have to defend just 2 borders and get a total bonus of +10 (6 from silla bonus, 1 for fortress, 3 for total number of terits)
if you make it +1 for each 2 terits, then that person will get +7 which is still pretty darn big in my opinion.
I disagree. Gameplay isn't just about making things fair and even, or making the map work as a game - I believe the gameplay should also suppport the theme of the map: if a gameplay mechanic works, but makes no sense thematically, then it is not good gameplay. Ideally, a good gameplay does both: works to provide a fun experience to players, and also integrates the map thematically.DiM wrote:strictly from a gameplay point of view i think kabanellas' suggestion with the bombardment would fit perfectly. yeah it would be historically inaccurate and absurd but the gameplay would be so much better.
I considered this, but decided against - the names of the bonus areas are written on the map, so no one should have any problems finding them. For the lower legend, it's easier to word and more intuitive by having Wa first, but I did reorder the rest to follow the order you mentioned. As for the upper legend, I suppose I could put it in the same order as the lower one. Although the current order looks better aesthetically, as the chinese text forms a neat horizontal pyramid.pamoa wrote:you need to reorder both of your legends to help players to find bonus area
please follow the left-right top-bottom order
I don't really have strong beliefs as such... IH designed the gameplay, I gave him pretty much free hands while only offering a few suggestions here and there. IH seems to be gone, and the map needs to be fixed, so I'm working on it for now... I just don't want to go too much against the ideas & designs IH had for the map.Kabanellas wrote:Natty, without wanting to go against your strong beliefs for this map, which I do respect a lot.

increasing neutrals on capitals won't work. the bonus is much too big and increasing the neutrals only makes a person get the bonus a bit later in the game. probably just by 1 round or 2. so instead of getting a +7 from round 1 he'll get it in round 2. then expand and get the +10 in round 3.natty_dread wrote:Let's just see how it works. Remember that we're having increased neutrals on the capitals, which will make Silla harder to take. If it's still too powerful, so that it unbalances the map, we'll think of something.DiM wrote:so keeping silla at +1 for each terit is still a bad idea. somebody that gets dongye maecho ye yanju gyaongju and geumgwan will have to defend just 2 borders and get a total bonus of +10 (6 from silla bonus, 1 for fortress, 3 for total number of terits)
if you make it +1 for each 2 terits, then that person will get +7 which is still pretty darn big in my opinion.
disagree all you want but the map making guide is very clear on this matter:natty_dread wrote:I disagree. Gameplay isn't just about making things fair and even, or making the map work as a game - I believe the gameplay should also suppport the theme of the map: if a gameplay mechanic works, but makes no sense thematically, then it is not good gameplay. Ideally, a good gameplay does both: works to provide a fun experience to players, and also integrates the map thematically.DiM wrote:strictly from a gameplay point of view i think kabanellas' suggestion with the bombardment would fit perfectly. yeah it would be historically inaccurate and absurd but the gameplay would be so much better.
yes ideally the gameplay and the theme go hand in hand and fit perfectly but clearly this is not the situation here. so i honestly don't care that Silla was a powerful kingdom or that Wa can't bombard if that means the map is unplayable. and frankly that's what it is right now. take a look at 1v1 games where players get 20+ bonuses by round 3. that's bad.Function trumps form - The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc...
Form must follow function - So important it's on the list twice! Expect to show some flexibility and be prepared to move away from complete geographical accuracy or historical authenticity: the look and theme of the map must be utterly subservient to gameplay and legibility.
Now can we get the f*ck on with it.natty_dread wrote: if the 1 for 1 for silla doesn't work, we can change it in the next update. No big deal.

I'd agree that I don't think bombardments would be very fun with this map.natty_dread wrote:I am NOT going to add bombardments to the map.
There's absolutely no reason to add bombardments to the map. None.
I third this notion. There is nothing that requires this kind of device, or rather there are alternative better solutions.AndyDufresne wrote:I'd agree that I don't think bombardments would be very fun with this map.natty_dread wrote:I am NOT going to add bombardments to the map.
There's absolutely no reason to add bombardments to the map. None.
--Andy