TRAFALGAR [12.4.2012] QUENCHED (V65)

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Re: BATTLE OF TRAFALGAR [D]- V30(P18) - New Commanders?

Post by Incandenza »

cairnswk wrote:Why is 15% so significant?
And what do you want to do about it?
We can't make anymore ships neutral for sakes of being reasonable.
I doubt if the history-weenie in you would allow dropping 4 ships out and i wouldn't be happy with that either.
If there are 55 terts in total, 6 neutral starts, that leaves 49 starting; and in a 1 vs 1 game that's 16 a piece.
Is it feasible to be able to take two terts after the drop to reduce the opponents bonus? And i know i am getting off track here for what you're talking about.
So fill me in more please, i've got to do stats next semester at Uni, and i've never been any good at them. :(


Well, 15% is only significant because it's higher than my knee-jerk 10% max for dropping bonuses in 1v1. Having played loads of waterloo 1v1s, I wouldn't want to see the flag bonuses achieved on the drop any more often than they already are, and they're at something like 9.5%. Certainly 15% isn't horrible, it's not pearl harbor with its 30-some-odd& chance of getting each 2-plane bonus.

Somewhere above I posted an idea about tying bonuses into ownership of flagships... is that something you're super opposed to discussing?
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Re: BATTLE OF TRAFALGAR [D]- V29(P16) - What next?

Post by cairnswk »

Incandenza wrote:...perhaps by turning one more ship per nation into a flagship and tying any bonus into holding an appropriate flagship...


Incandenza wrote:...
Somewhere above I posted an idea about tying bonuses into ownership of flagships... is that something you're super opposed to discussing?


This is what you're referring to....
No i not opposed to the idea....but would like to hear from others on this idea also.
What does C think for instance?
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Re: BATTLE OF TRAFALGAR [D]- V30(P18) - New Commanders?

Post by Gypsys Kiss »

Having the flagships start neutral and requiring one of them for each bonus sounds the fairest way to start a 1v1
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Re: BATTLE OF TRAFALGAR [D]- V30(P18) - New Commanders?

Post by yeti_c »

Gypsys Kiss wrote:Having the flagships start neutral and requiring one of them for each bonus sounds the fairest way to start a 1v1


Either/Or for me - not sure both is necessary?!

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Re: TRAFALGAR [D]- V30(P18) - w or w/out commanders?

Post by cairnswk »

I'd like more feedback on whether the main bonuses should include a commander or whether the commanders bonuses should be separate, thanks. :D
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Re: BATTLE OF TRAFALGAR [D]- V29(P16) - What next?

Post by Incandenza »

Okay, I've had a different potential solution:

Keep the six commanders. All start neutral, say with 3's.

This leaves 55 starting terits.

All bonuses save British Windward require one additional army to take. The bonus amounts could be bumped up in one or two cases. This leaves you with:

Continent /Provinces /Held /Chance of Dropping
Br Windward 12 8 0.66%
Fr Windward 8 5 5.47%
Sp Windward 5 4 3.25%
Br Leeward 14 8 2.34%
Fr Leeward 8 5 5.47%
Sp Leeward 8 5 5.47%

The advantages are thus: with the 3 extra terits taken out of the drop, plus bumping the bonus requirements up a peg, there's a substantially lower chance for a 1v1 player to drop a bonus. Plus with the six commanders, there's 12 potential bonuses. (I suppose each commander could be tied to his fleet bonus for an additional +1 or +1 autodeploy, maybe, but that might take too much legend space to explain properly).

The drawback, of course, if that with 55 starting terits each player will begin with 18.

I know I'm being a pain in the ass about this, but this is one of those maps that I know I'll play a lot if it's good, giving me more than enough motivation to want to get the bonus structure just right.
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Re: BATTLE OF TRAFALGAR [D]- V29(P16) - What next?

Post by cairnswk »

Incandenza wrote:....
I know I'm being a pain in the ass about this, but ....

No you're not being a pain in the posterior.
For once I'm not in a hurry to advance this and I also want to get it right.
It is a complicated gameplay and map, and deserves more input, but there's only a few willing to tackle this one also along with Poison Rome.
I appreciate your input. :)
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by Incandenza »

With maps like this, it's way to easy for things to be unbalanced... plus I figure that you and lanyards and a few other people put a lot of skull-work into getting waterloo right, so I'm just payin' it forward... :D

Let's see what yeti thinks.
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by cairnswk »

Any more feedbak on this from Inca above?
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by yeti_c »

Incandenza wrote:Let's see what yeti thinks.


I wish Benjikat was still here... - I'll see if I can have a closer look sometime...

The big revelation with Waterloo was the different units with different abilities - in this battle - we only have "Ships of the line"... I don't know whether this is a good thing (to simplify) or a bad thing (history wise)...

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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by Incandenza »

yeti_c wrote:
Incandenza wrote:Let's see what yeti thinks.


I wish Benjikat was still here... - I'll see if I can have a closer look sometime...

The big revelation with Waterloo was the different units with different abilities - in this battle - we only have "Ships of the line"... I don't know whether this is a good thing (to simplify) or a bad thing (history wise)...

C.


Well, historically speaking, it was really only the ships of the line that mattered in the actual battle. Frigates had their uses in blockade and signalling duty, but they simply couldn't stand up to a big 3-decker, and while the sips of the line themselves had variations (anything from number of guns to disposition of marines to general seaworthiness of the crews), I can't really see how to work that into the gameplay.

That being said, I too am bummed that benji's gone, if for no other reason than I loved playing him on waterloo.
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by cairnswk »

any more thgouhts here???
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by Incandenza »

No one in here but us chickens... lemme see if I can drum up a bit of attention.
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by cairnswk »

Incandenza wrote:No one in here but us chickens... lemme see if I can drum up a bit of attention.


I wonder if everyone is happy with this as is :?: :)
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by yeti_c »

cairnswk wrote:
Incandenza wrote:No one in here but us chickens... lemme see if I can drum up a bit of attention.


I wonder if everyone is happy with this as is :?: :)


I'm happy with it - but I'm not blown away with the map I'm afraid...

This isn't something that should change the map - and I have not a clue to how to fix it... I think my problem is that I was looking for another Waterloo - but I know that the actuality of Sea Battles aren't much more than sail massive boat next to other boat - shoot the crap out of other boat - first boat to sink loses.

The land battle of waterloo is much more of a strategic battle - because that was how it was in real life... Nelson revolutionised naval warfare... his technique was to outflank the opponents... he took a lot of early fire - but eventually maneouvered his ships into 'raking' positions - where he could blast down the weaker bow/stern of the enemy ships - instead of against the strengthed sides of the ships...

This is why he attacked in two lines splitting the forces - and providing raking stroke after raking stroke upon the french and the spanish...

The map doesn't portray this - but I have NO CLUE how to manage that - or even if we should...

(I'm not writing this to piss you off Cairns - it's just some tired rambling on a sunday night - I'm not sure if it's relevant!)

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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by WidowMakers »

That is one of the tough things about maps where the territories are the weapons too.

In a land based map, the armies are on the territories and when they fight, they advance to the next territory. The territory naturally stays put and the armies move.
In this SHIP based map, the territories are the armies. In reality the ships should move and the game layout would change each turn. Territories (ships) would be sunk and disappear. This obviously will not happen because we do not have that capability with XML or game engine.

Again that being said, the map is not bad. It is a very good looking and well though out piece or work. Any map that has "movable" territories (ships, planes, spaceships, tanks, etc) will lose some touch of reality because those would move each turn. But like I said before, there is nothing we can do.

Great map Cairns

WM
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by cairnswk »

yeti_c wrote:
cairnswk wrote:
Incandenza wrote:No one in here but us chickens... lemme see if I can drum up a bit of attention.


I wonder if everyone is happy with this as is :?: :)


I'm happy with it - but I'm not blown away with the map I'm afraid...

This isn't something that should change the map - and I have not a clue to how to fix it... I think my problem is that I was looking for another Waterloo - but I know that the actuality of Sea Battles aren't much more than sail massive boat next to other boat - shoot the crap out of other boat - first boat to sink loses.

The land battle of waterloo is much more of a strategic battle - because that was how it was in real life... Nelson revolutionised naval warfare... his technique was to outflank the opponents... he took a lot of early fire - but eventually maneouvered his ships into 'raking' positions - where he could blast down the weaker bow/stern of the enemy ships - instead of against the strengthed sides of the ships...

This is why he attacked in two lines splitting the forces - and providing raking stroke after raking stroke upon the french and the spanish...

The map doesn't portray this - but I have NO CLUE how to manage that - or even if we should...

(I'm not writing this to piss you off Cairns - it's just some tired rambling on a sunday night - I'm not sure if it's relevant!)

C.



WidowMakers wrote:That is one of the tough things about maps where the territories are the weapons too.

In a land based map, the armies are on the territories and when they fight, they advance to the next territory. The territory naturally stays put and the armies move.
In this SHIP based map, the territories are the armies. In reality the ships should move and the game layout would change each turn. Territories (ships) would be sunk and disappear. This obviously will not happen because we do not have that capability with XML or game engine.

Again that being said, the map is not bad. It is a very good looking and well though out piece or work. Any map that has "movable" territories (ships, planes, spaceships, tanks, etc) will lose some touch of reality because those would move each turn. But like I said before, there is nothing we can do.

Great map Cairns

WM


WM and Yeti_c, thanks for your thoughts on this one.
I too realise the limitations of the gameplay engine and xml we have to work with.

The only other thing i could do would be to change the map into an early battle configuration with distinct British Weather and Lee lines advancing into the French and Spanish lines.Bbut that would not alter much the French and Spanish lines and you would still have the long strung-out lines on each side.

With this version, I have tried to create that of the Weather line of the British advancing into the fray, and the Lee line already well involved in the fray. This scopes for more bombardment ability which should make the map more interesting than if it were a version from the previous paragraph above. At least this configuration gives sense that a naval battle is underway (at a point in time) and that bombardment and movement between ships (take-overs and crew assistance in same sides).

As far as a comparison to Waterloo, there is none, Waterloo had the extra ability for cavalry, which allowed attacks terts away. As a classic sea battle, it might prove worthy in the end however.

As for fixing it....the only other way to fix it so it works better as a sea battle is to have several representations of ships and men attacking each other that represent the commander ships (like the huts in Bamboo Jack) and have these graphically shown as men swinging from ropes and clawing their way aboard the ships which would have to be taken holders-bolders for the bonus. But this would entale a much larger map, unless of course you want to destroy the "history weenies" and reduce drastically the number of actual ships involved in the fray. Food for thought?! Perhaps another map?
:) :)
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by Incandenza »

I would vote for "perhaps another map", which would be a pretty cool map.

I'd say that any comparison between this and waterloo is unfortunate and unfair. As cairns has pointed out, waterloo provided for a lot more game flexibility and innovation, plus it's quite a few terits bigger.

More to the point: does anyone have an opinion about and/or solution for the bonus structure?
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by cairnswk »

Incandenza wrote:I would vote for "perhaps another map", which would be a pretty cool map.
...

...And i thought you were my friend! ;)
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by Incandenza »

Don't get me wrong, I think a ship-to-ship map with large insets would be kick-ass, I just don't think that the gameplay on this map is worth scrapping to that extent. All that's really left to determine are the bonuses. Ship placement and attack/bombardment routes look pretty good to me.
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Re: TRAFALGAR [D]- V30(P18) - More bonus Discussion please

Post by cairnswk »

OK then, if no-one has anything more to add to this graphic wise then i'll start tidying in preparation for map-splitting.
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Re: TRAFALGAR [D]- V31 - Double terts on commanders

Post by cairnswk »

cairnswk wrote:OK then, if no-one has anything more to add to this graphic wise then i'll start tidying in preparation for map-splitting.

But before I do that.....

I like to seek feedback on this idea of having two terts on the commander ships, so that they have double-fire power almost and both would be required to be held to get the commander bonus. Naturally, they would border each other, and both have borders with neighbouring vessels.
I was trying to come up with something that worked well for the "ship of line" aspect, and these big gunners had 3/4 decks of guns anyway.

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Re: TRAFALGAR [D]- V31(P20) - Double terts on Commanders?

Post by el-presidente »

Some questions

    1 Are the lines of what attack what based on anything, or did you just draw them in?
    2 What are the dimentions?



more to come.
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Re: TRAFALGAR [D]- V31(P20) - Double terts on Commanders?

Post by cairnswk »

el-presidente wrote:Some questions

    1 Are the lines of what attack what based on anything, or did you just draw them in?
    2 What are the dimentions?

more to come.

1. They are based on clear line of sight - stated in the legend for same nation attack
2. What do mean dimentions (dimensions) ? Please make clearer, I'm sorry but i'm not a mind reader :)
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Re: TRAFALGAR [D]- V31(P20) - Double terts on Commanders?

Post by yeti_c »

I like the commander double territory idea.

C>
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