Moderator: Cartographers

hm, so itlooks that there are two questions:koontz1973 wrote:Do not know,
I PMed him if this could works. no for 1v1 rules. will PM him ones more.koontz1973 wrote: have you PMed nobodies for permission as per 1v1 map rules?
No, keeping it in the drafting room as it does not hold all elements to meet draft status. Will move when that happens (Bonuses) or when Oneyed asks for it to be moved.thenobodies80 wrote:@koontz, if you're holding this map into melting pot because you waited a response from me, then feel free to move it into the drafting room.

thenobodies80 wrote: You talk about invisible targets. I assume it's a creative way to indicate conditional borders. But just to be clear there's no way to have an invisible target apart play a fog game. Certainly with conditional borders you can make impossible to attack a specific territory if you don't qualify for the condition, but in anycase, apart FOW games, the amount of troops there will be visible to the players.
it is not clear that for example: GPT1 can only attacks B1T2, B1C2, B1T1, B1C1 and not also B1T3, B1C3?thenobodies80 wrote: Another weak concept is "targets are indicated by direction of cannons". I understand what you're trying to do, but listen to me...it will be a big big issue. It's not a clear system, not understandable at glance. You need to find a better system to explain the attack system, otherwise the only way to learn how it works will be play the map. And you know that the player should be able to understand how the map works only reading the instructions, so before playing.
sounds much better.thenobodies80 wrote: Legend. I suggest you to not use the word attack where you explain the connection between tower and chassis of the same tank or again when you say that chassis of the same platoon connetc. In theory it's stupid if you attack your own tank or a tank of your platoon. I would explain the concept saying something like: You can move from the tower to the chassis (and viceversa) of the same tank, and your troops can move from a tank chassis to another of the same platoon.
the main blockers will be holding protuberant tanks (chassis, tower). so if you not hold them you can bombard targets X, Y from tank A (tower) in platoon, but when you hold protuberant tank (chassis, tower) you can bombard targets X, Y from here but not from tank A (tower). I can not write these blockers here, because everybody can read them and knows how game works...thenobodies80 wrote: Where do you use blockers?
as is written above.thenobodies80 wrote: What do you mean with the situation on the battlefield can change, depending what you hold. This is a very cryptic concept.
you are right. here I mean: move troops from chassis in platoon to chassis in (its) protuberant chassis via streak of straps. only for this you need to hold platoons leader tank.thenobodies80 wrote: To move tanks? you can't move the tanks! Maybe you mean to move your troops from a tank to another? and in this case if you need to hold the leader...it doesn't work with the fact you can move from chassis to chassis of the same platoon.
thank you.thenobodies80 wrote: These are my initial thoughts
update would become only if some things will be clear to methenobodies80 wrote: Said that I like the map and I'm looking forward your next update
the targets will be invisible to the time when player conquer Tower of tank, because only from Tower is possible bombard. and player will see only targets which are possible to bombard from Tower X. because there is normal border.thenobodies80 wrote: [*]You talk about invisible targets. I assume it's a creative way to indicate conditional borders. But just to be clear there's no way to have an invisible target apart play a fog game. Certainly with conditional borders you can make impossible to attack a specific territory if you don't qualify for the condition, but in anycase, apart FOW games, the amount of troops there will be visible to the players.
as in post above sounds great.thenobodies80 wrote: [*]Legend. I suggest you to not use the word attack where you explain the connection between tower and chassis of the same tank or again when you say that chassis of the same platoon connetc. In theory it's stupid if you attack your own tank or a tank of your platoon. I would explain the concept saying something like: You can move from the tower to the chassis (and viceversa) of the same tank, and your troops can move from a tank chassis to another of the same platoon.
there are more blockers as only chassis and towers of protuberant tanks. all except protuberant blockers could me remove, but this depends on:thenobodies80 wrote: [*]Where do you use blockers?
as you can see from bombardments above, the targets for some Towers are different if player holds/does not hold blockers.thenobodies80 wrote: [*]What do you mean with the situation on the battlefield can change, depending what you hold. This is a very cryptic concept.
as in post above. hold leader tank valids only for moving troops from chassis of Tank in platoon to chassis of protberant chassis via streak of straps.thenobodies80 wrote: [*]To move tanks? you can't move the tanks! Maybe you mean to move your troops from a tank to another? and in this case if you need to hold the leader...it doesn't work with the fact you can move from chassis to chassis of the same platoon.
hm. now this looks as the main problem. player ofcourse will see targets when he holds Tower, but not before. so how to explain that cannon "shows" direction of fire? and that there are more targets?thenobodies80 wrote: [*]Another weak concept is "targets are indicated by direction of cannons". I understand what you're trying to do, but listen to me...it will be a big big issue. It's not a clear system, not understandable at glance. You need to find a better system to explain the attack system, otherwise the only way to learn how it works will be play the map. And you know that the player should be able to understand how the map works only reading the instructions, so before playing.
No wait, if you say "invisible" I think about the question markOneyed wrote: thenobodies80 wrote:[*]You talk about invisible targets. I assume it's a creative way to indicate conditional borders. But just to be clear there's no way to have an invisible target apart play a fog game. Certainly with conditional borders you can make impossible to attack a specific territory if you don't qualify for the condition, but in anycase, apart FOW games, the amount of troops there will be visible to the players.
the targets will be invisible to the time when player conquer Tower of tank, because only from Tower is possible bombard. and player will see only targets which are possible to bombard from Tower X. because there is normal border.
we have on fog of war games. In that case it's not because of the map, but the game settings.No surprises. Certainly you don't have to list all the blockers, but you have to write somewhere how the game mechanism works. Players must be all on the same page when it comes to instructions.Oneyed wrote:1, if blockers must be mentioned in legend or if blockers could be as little surprise for players?
Targets can be explained with some icons/colors/etc etc...there're various ways. But again or i read your sentences in the wrong way or what you say it's not possible to do. I mean targets not visible to players.Oneyed wrote:player ofcourse will see targets when he holds Tower, but not before. so how to explain that cannon "shows" direction of fire? and that there are more targets?
I understand now. so in sunny games will player see all opponents regions or neutral ones. baseless if he holds tower or not...thenobodies80 wrote: No wait, if you say "invisible" I think about the question markwe have on fog of war games. In that case it's not because of the map, but the game settings.
yes, in this case bombardable is what only possible to do.thenobodies80 wrote: The fact you can bormbard/attack a territory or not is not directly related with being visible or invisible. Or better they are, but not because the map. So I assume you mean "not accessible / attackable/ bombardable" because the opposite it's not possible if the game is not a fog of war one.
then I think it will be clear when only protuberant tanks (chassis, towers) will be blockers.thenobodies80 wrote: No surprises. Certainly you don't have to list all the blockers, but you have to write somewhere how the game mechanism wrote. Players must be all on the same page when it comes to instructions.
this is what I do not want to do... this is only thing which we could solve...thenobodies80 wrote: Targets can be explained with some icons/colors/etc etc...there're various ways.
the error is in my side. I wrong understan game mechanics and also wrong explain my ideas.thenobodies80 wrote: But again or i read your sentences in the wrong way or what you say it's not possible to do.
why? I know what you are trying to say that players must know how game works. when you look at picture I think it is almost clear each direction of each cannon.thenobodies80 wrote: I mean targets not visible to players.
CorrectI understand now. so in sunny games will player see all opponents regions or neutral ones. baseless if he holds tower or not...
Oneyed, when you look at the cannon, they face this way or that, but some players will say, this cannon faces to the top or bottom of the map. Targets must be visible to all, including those who do not speak English. Target symbols are the best way for this.why? I know what you are trying to say that players must know how game works. when you look at picture I think it is almost clear each direction of each cannon.

? how can cannon faces to top or bottom? it could only faces to top or only bottom, becaue there is tower...koontz1973 wrote: Oneyed, when you look at the cannon, they face this way or that, but some players will say, this cannon faces to the top or bottom of the map.
it would be a WWII battle between Brittish M4 Shermans and German Panthers. tanks had not gyroscope yet, so they fire stationary.koontz1973 wrote: An idea for you, you have the tanks lined up like cannon. Tanks being mobile drove all around the battle field and never sat stationary.
except some huge tank battles as Kursk, tanks do not fight as cavalry. they attack in formations and it is rare when they mixed. the burn out is good idea, maybe they could decay or something similar...koontz1973 wrote: Mix the tanks up a bit. Give the map some feel that the battle is being fought. A couple of burnt out husks would not go amiss as well.
sorry my bad english, could you explain this more? I do not understand exactly. thanks.ViperOverLord wrote:I think it'd look better and be vertigo on the user if the tanks were going east and west.
Instead of top bottom, left right orientation for the map.Oneyed wrote:sorry my bad english, could you explain this more? I do not understand exactly. thanks.ViperOverLord wrote:I think it'd look better and be vertigo on the user if the tanks were going east and west.
Oneyed

thanks.koontz1973 wrote:Instead of top bottom, left right orientation for the map.Oneyed wrote:sorry my bad english, could you explain this more? I do not understand exactly. thanks.ViperOverLord wrote:I think it'd look better and be vertigo on the user if the tanks were going east and west.
Oneyed
there are too much tanks to make each other different.thenobodies80 wrote:I was thinking....what if we make the tanks different enough so a player can distinguish them and into a legend you explain the attacks, maybe using images instead of words ?
yes the same cloured circles could works. will look at this.thenobodies80 wrote: Or instead, if you don't want to make the tanks different, why don't you create a set of custom army circles and again explain into the legend how the attacks works using them?
but here we need extra symbol for each tank. army circles sounds the best way, I have also one idea to use fire perimeters...thenobodies80 wrote: I think it could work, afterall all platoons, battalions etc etc have custom symbols and it seems to me you have good knowledge of history, so it won't be hard for you to find something to use that fits the situation. (e.g. look at wwii ardennes map by qwert)
I understand what you can say. if somebody will play map for the 10th times and somebody for the 1st time he has huge disadvantage. better say low chance to win.thenobodies80 wrote: I still strongly suggest to you to make the attacks very clear, preferably with a visual system. I understand you want to create something different, but like I already said to you, the surprise effect (i.e. the first time you play the map you lose the game) can't be used. I know the connection seems clear to you, but you have to look at them with someone else eyes and some of them are not totally clear.
For example What are the possible targets of G2T3 ? or again B2T4 and BPT3 aim to the same direction, so their targets are the same?
will looking for something working.thenobodies80 wrote: Now, if it was for me this map can be moved to gameplay, but i think it's better you find a system to clarify attacks now than later and find yourself in big big problems when you reach graphics.
Nobodies
I also omitted 'less.' Less vertigo on the user. Less dizzying, less disorienting if the tanks go left and right (east/west) and not up and down (north/south).Oneyed wrote:thanks.koontz1973 wrote:Instead of top bottom, left right orientation for the map.Oneyed wrote:sorry my bad english, could you explain this more? I do not understand exactly. thanks.ViperOverLord wrote:I think it'd look better and be vertigo on the user if the tanks were going east and west.
Oneyed
I have new version in my head, just I need to clear up some things with thenobodies.
Oneyed
I am not sure where will be difference. and I need upper and bottom part for legends. thank you for inputViperOverLord wrote: I also omitted 'less.' Less vertigo on the user. Less dizzying, less disorienting if the tanks go left and right (east/west) and not up and down (north/south).
thank you.g8keepr wrote:Looks interesting.
yes they limit bombardments. if you look at the upper legend there are shown bombardments. I will mention this in legend. something like: Tank barriers, limit bombardments.g8keepr wrote: Just two remarks at the moment:
- what are the tank barrierrs for? Do they limit the Bombardments to the side (like GFT2 vs BFC2)? Or cant you reinforce between chassis from the same platoon (like B2C1 to B2c4)?
each platoon has 4 tanks with the same coloured flag. so if you hold all platoon you get +3. maybe I will correct legend here too: Platoon, 4 tanks witht he same coloured flag.g8keepr wrote: - what mean Platoons (same flag) +3 for each? Or does it mean you get +3 auto deploy (or additional army) if you have the leader of a platoon?
there are not any autodeploys. the leader is only important for using connection via streak of straps.g8keepr wrote: you could change the text like leader has two flags and gets +3 autodeploy.