Moderator: Cartographers
it's a good idea, but it needs work.bryguy wrote:your actually half supporting this idea?!?!?!?!Coleman wrote:This looks pretty educational to me. If you make the drug aligned look really undesirable and very very away from cool (dirty) then I don't see a problem. Make the police look very much like the good guys in this scenario, like the D.A.R.E. dog, Superman and such.
As long as you aren't encouraging anyone to actual be a drug lord and you make the map feel more like you are attacking the drug lord then being one it should be pretty good.
to me its a HORRIBLE idea!!!!!!!
yea. It only took about thirty minutes to do, but two weeks to get around to do it. Holidays and all you knowmibi wrote:you need an update.

mibi wrote:i think you need to simplify the legend if you want to get feed back on this one. No one will give feedback unless they understand whats going on, and currently you have this 'wall of text' thing going on in the legend.
So try sorting out the legend, grouping, reducing, anything you can to make it easy and quick to understand.
sounds good guys. I was almost turning to crazy talk because I was talking to myself so much.Coleman wrote:Yeah, make the bonuses some sort of list column, and the objective a list column. Not sure what to do about the gameplay one though. Guess it'd stay a wall of text in a third column....
Coleman wrote:It's a good idea if it is presented right. You make the drug guys look like all the sterotypical criminals in like Lonney Toons and whatever (old middle aged, unshaven or big and stupid looking, or baby sized with an ugly face, you know, people kids don't idolize at all) and the good guys like the cool police officers in a lot of anti-drug stuff I think it would be funny for us old people and pretty good for the younger players.

I like the theme, but the structure is just more complicated than it needs to be. I dont mind complication like waterloo because its a complicated history involving complicated people, but this map should be easy enough for a junkie to understand, me thinks.edbeard wrote:interesting ideas Rj
But, I think those ideas are more fitting for an entirely new map. I like how the setup is now. It does appear to be complicated, but actually it is very simple. This definitely will be a map where you need to read the instructions a couple times, but hopefully after that it becomes easy like Age of Merchants or Age of Realms.
It's important to be able to move swiftly around the map because of the objectives. You might not be able to stop the main stash, but with the phones you might be able to stop one of the other two territories that the player is holding.
I'm not trying to glorify drug selling. I guess having a map with this theme will be interpreted this way no matter what I do with it. As for the graphics, I hope to have an announcement on that in the next couple days.
Thanks again Mr. Beals. Even though I probably won't implement any of these ideas, I appreciate the time you put into them, and I hope to have more from you in the future.
P.S. Thank you for your constructive criticism. I have given it an appropriate response in my reply to you.
Thank you very much,
Klobber
Ah. Well, there's so much going on that it may be a bit rules heavy. I foresee starting a game, deciding on an objective, making a couple of turns and then the game ends suddenly because somebody went after an objective that I missed. After that happened twice I'd give up on the map entirely.edbeard wrote:NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK.
My trouble right now is that understanding the map depends largely on reading the legend... A connects with B, C and D connect with E, F-L are connected, M can bombard B & D, J connects with A-I except after C, etc. There's no way I can keep that straight on my first read. Seven attack rules aren't intuitive, and those attack patterns come with exceptions. Hopefully with graphics for the phones, patrol cars, etc it will be easier to follow visually.edbeard wrote:I'm surprised by you not being able to know what attacks what. Borders are shown and anything that is different from normal is explained in the rules.