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?
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.
jbrettlip wrote:zimmah wrote:jbrettlip wrote:HAve a way to attack the ships. It is horrible gameplay.
it is by design that the ships can't be attacked, that's the whole point.....
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.
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.
This is a new and different kind of map. Don't know yet how much fun it will be in practise (I only started one game last night and I'm still pondering my first move) but in theory it should lead to some very intricate possibilities.
Gilligan wrote: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.
any map on a phone is horrible, but i'd imagine it's alright on an ipad.
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.
+1
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.
DiM, in my first assessment, you've done a great job. I'm still not thrilled with the size, and I think you could squeeze things together better to make room on the side. Horizontal scrolling to get to attack bar or to see the stats is very annoying. Still, I don't want to go off on one of my anti-supersize tirades. I think everybody in the foundry knows how I feel about that. Far more importantly, this is not just another map. This is a genuine step forward, expanding the possibilites of CC.
It might take a while to get the balance right. I hope somebody with decent spreadsheet skills starts keeping stats on which starting positions win the most often, etc., so that we're not just stuck with anecdotal evidence. But the effort will pay off. This is a really good map.