Sure, but the fonts need to fit the theme and visual style of the map...
Moderator: Cartographers
Sure, but the fonts need to fit the theme and visual style of the map...

Thanks! I'm also starting to like font #4...Kabanellas wrote:Hi Natty & Isaiah, interesting map you've got here!
I'm voting for font #4 - more legible and less space consuming.

Same here! Totally different seeing it by itself and then on the map.natty_dread wrote:Thanks! I'm also starting to like font #4...Kabanellas wrote:Hi Natty & Isaiah, interesting map you've got here!
I'm voting for font #4 - more legible and less space consuming.

I have tried them with the armies on... IMO it looked fine, but I'll post a version with some army numbers on later.sully800 wrote:Do you have a version tested with armies? I'm wondering how beneficial the flag backgrounds are since they will be covered by armies. Most likely the flags will still be identifiable, but it's important to consider.


I hope you will forgive a few more graphics comments before I go away to consider gameplay.natty_dread wrote:OK, here it is with some army numbers sprinkled on top...
Of course!ender516 wrote:I hope you will forgive a few more graphics comments before I go away to consider gameplay.
Aagh... you probably have no idea how much work "extending the globe" even for a few pixels would be, if you want to do it so that it looks good...I'd say that font 4 is working out well. Because it is compact, you may be able to eliminate all the abbreviations, which would free some legend space.
Then you could layout the Landing Sites legend in three columns of two, and expand the entire globe by a fraction, thereby giving more room around all elements of the map, which usually improves legibility.
But getting rid of the abbreviations would be neat. So I might still try it, to see if there's a viable way to do it... A few problems though:To clear those abbreviations:
- put the Sinus Aestuum label in one line directly to the right of the icon
- move the Manilius label above its icon, and put the Mare Vaporum label where that was, leaving room to spell out Eralosthenes
- move the Ptolemaeus label to the left and possibly up to make for the Albalegnius label above its icon
- you may have room to spell out Alphonsus where it is, but if not, shift the Mare Nubium icon to the left or even left and down
Hmm? Wasn't it always Keple? oops...By the way, did Kepler lose its "r"?

Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
Any 2 rockets. Also I think it's fairly obvious that 2 rockets count as 2 rockets...soundman wrote:Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?

That sounds like a good wording.natty_dread wrote:Any 2 rockets. Also I think it's fairly obvious that 2 rockets count as 2 rockets...soundman wrote:Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
How about I change it to "All landing sites of any 2 rockets"?

I like your first idea of +2 for every Rocket and He-3 mine as it does make better sense. But I just thought, we might want to lower the autodeploy on the rocket down to 1. We don't want anyone walking away the game too early. Or we could leave the autodeploy as is and have the rocket+mine as a +1.natty_dread wrote:So I was thinking, how about changing it to: +2 for every Rocket and He-3 mine. That would make sense, since you need something to transport the mined He-3 back to earth... but then, would that bonus be too hard to hold/acquire?
Or how about a stepped bonus: +1 for every mine and +3 for every mine + rocket?
Well, the neutral count on the landing sites will probably be at least 5... Landing sites need to have a high neutral count, so you can't benefit easily from the untaken ones in <8 player games. Also in <8 player games the unused rockets should have 10 neutrals, so it'd be harder to profit from them.isaiah40 wrote:I like your first idea of +2 for every Rocket and He-3 mine as it does make better sense. But I just thought, we might want to lower the autodeploy on the rocket down to 1. We don't want anyone walking away the game too early. Or we could leave the autodeploy as is and have the rocket+mine as a +1.natty_dread wrote:So I was thinking, how about changing it to: +2 for every Rocket and He-3 mine. That would make sense, since you need something to transport the mined He-3 back to earth... but then, would that bonus be too hard to hold/acquire?
Or how about a stepped bonus: +1 for every mine and +3 for every mine + rocket?
Just a couple of thoughts.

What has me confused is if I have all the US landing sites and US rocker number 1, but not 2, do I get the +2 bonus? Or does the +2 bonus only apply to CH, JP, IN, and EU? If so then if I hold both US rockets do I get the +5 bonus?natty_dread wrote:Any 2 rockets. Also I think it's fairly obvious that 2 rockets count as 2 rockets...soundman wrote:Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
How about I change it to "All landing sites of any 2 rockets"?
It is any 2 rockets and all of those landing sites. For example, you have the US1 and China rocket and hold all landing sites for both then you would get the +5 bonus. The US1 rocket can only attack its landing sites 1 through 3, and #2 rocket sites 4 through 6.soundman wrote:What has me confused is if I have all the US landing sites and US rocker number 1, but not 2, do I get the +2 bonus? Or does the +2 bonus only apply to CH, JP, IN, and EU? If so then if I hold both US rockets do I get the +5 bonus?
Does that make sense?


The bonus is only the landing sites. It doesn't matter which rockets you hold... If you hold all three landing sites of a rocket, you get +2. If you hold all three landing sites of one rocket, and all three landing sites of some other rocket (no matter which) you get +5, regardless if you hold the rockets or not. There's a separate (autodeploy) bonus for the rockets.soundman wrote:What has me confused is if I have all the US landing sites and US rocker number 1, but not 2, do I get the +2 bonus? Or does the +2 bonus only apply to CH, JP, IN, and EU? If so then if I hold both US rockets do I get the +5 bonus?
Thanks.fumandomuerte wrote:1. I love how graphics are improving with each actualization.
Nice one! I'm glad someone is willing to go through the effort to help the development of this map.2. I'm concerned about the gameplay balance.
Made a schematic map of the attacking routes to analize wich rockets are the best to start with. Here's the map (I only named the landing sites):
http://img695.imageshack.us/img695/851/schematicmap.png
Hmm... The sites can be shuffled.-If you play with unlimited reinf. US Rocket #1 is the best option, their landing sites are 2 territories away of each other. With the same rocket you can easily assault the Russian Rocket #2 via stacking Mare Serenitatis each round with the +2 autoployed on your rocket and the +2 bonus for holding the 3 landing sites.
Also can be shuffled with other sites.-All the landing sites of the Japan Rocket take you to a Mare connected to other rockets landing sites... That sucks.
Also... you know. Since you seem to have a clear idea on the landing sites... Do you have any suggestions? Maybe if we take the rocket that is weakest, and trade it's sites with sites of the rocket that is strongest? That sort of thing. We'll get this sorted though.-The Indian Rocket seems to be the best option to start with, its landing sites 1 & 3 have clear paths to a couple of Helium-3 mines.
Yeah... I'd like to divide it in half, but then, it'd make the area even more crowded... However that might be our best bet here.-Mare Imbrium is a super node with 11 attacking routes, that's crazy!
S.O.P. and Mare Humorum yes, SOP and Nubium no, although they're connected via the US5 landing site.3. There are some hard to tell connections between territories.
The red dotted line marked on the map represents a possible attacking route between S. Oceanus Procellarum and Mare Humorum, does it exist? Same question about Mare Nubium and S. Oceanus Procellarum, are they connected? These are just 2 examples of how hard it could be to read the borders.
I agree 100%. I wish they'd start moving maps to the gameplay workshop already, that seems like the best place to get feedback on the gameplayThat's all for now. I think that -before you guys continue the graphical work- the gameplay should be discussed more.


