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Offline Jappert

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394138#msg394138
« Reply #12 on: September 16, 2011, 07:53:26 pm »
I support Napalm's diagram and Ak's (clearly superior) elemental swaps!

Offline ak65ala

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394150#msg394150
« Reply #13 on: September 16, 2011, 08:38:45 pm »
Alright, since I want the capitals re-positioned, due to opposing elements getting equal treatment, I am going to more state some prescriptions I would like to see on the map and not specific tiles. Most of these stem from the travel options and making these mechanics feel good.  The remainder of the tiles can totally be flavor in my opinion. I just want to see the travel options be solid and balanced (applaud already to having all the options and how different + balanced they already are!).  I have the stuff in order of importance (I feel) it needs to be placed on the map.

Water & Boats: Their city should be surrounded by the lake (at least the adjacent 6 hexes), and a boat should be on one of these adjacent hexes.  I would love to see 3 other boats, one in the middle of the map, the other two thrown in a fork from the center, making the boat system look like a 'Y'.  Mechanically, I feel the boats should be exactly 6 spaces apart (make the river curve slightly if needed to make it so).  Then we can have the bridges in the middle between the boats, 3 spaces away.  That way when someone uses 'ship navigator', they go from a ship to a bridge, and if they can keep using it on their second turn, from a bridge to another ship... give some good visuals to where they will move.  No closed cluster of 3 hexes should have river (no sharp turns.)

Mountains & Hills: Located near earth, fire, air and other places to close 'gaps'. Like you had it before would be perfect for them. 

Volcanoes: I would love to see what we have currently, 3 by fire's capital, and then a few by the edges.  Like what we had + one down between air/life. Lets them move faster than using a boat, but less accuracy in travel direction/distance.

Forests: Not an overwhelming amount, as long as life has the talent 'Shaman' they can make them everywhere eventually.  Just some here and there like we have it, and it'll be good.  Depending on if forests can be grown on hills, the river tiles, and if you can keep animal form and move in and out of trees, minor mechanics of that skill, life could eventually have the 'best' travel system.

Plains: The other side to life's power, spaces for their potential. I would love to see their "third" of the map, cut up by the river, be mostly plains w/ a mountain or two, like we had it. That will give life some fun, building out their forest, and even give them a natural boundary line (the river!). In the other places, having a forest or plains, just scattered around would be enough to suit their needs.  As a warning, any city with either a forest or a plains adjacent will be easier to siege by life & people who get 'One with Nature', 'Pack Hunter'.  Should be fine, but, just as something to consider.

Camel & Horse Paths: Camel, just snake it around, I think it is flexible enough to put in late in the map-making.  Two paths could stem off the capital city, one to the north, one to the south and they could snake around as what looks good. I just noticed that horses are much faster than camels... what gives? I would make it move 3 on horse path for 2 actions.  Then I would put  just one long path going from near Outlaw city, through light's capital and down to the edge of the map.  If light is on the edge, it would give an easy way to the map's center from their city... but as Rome, ease of travel made them great and also was their downfall.

 Hmmm...These paths might work differently then I first thought they did... if they are 'start node' and freedom in direction, (i.e. start on horse/camel spot, go 2/4 and can't use again till you go back to the horse/camel start), then just put their 'nodes' like they are now. I suggest not to have the horse node on the light capital, but an adjacent tile, or have 2 of these nodes. Camels look good as was.

Iron Bird: One next to gravity, one somewhere else.  (Can they build a new one later in the game, that would be fun!).

Alright, I'm done, I will be quiet now.  I won't be able to be in chat tomorrow, so this is my hope my ideas are read and considered in our world re-design.

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Offline Captain Scibra

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394152#msg394152
« Reply #14 on: September 16, 2011, 08:51:50 pm »
Nah, I had an accident... I tasted a little Entropy.  Very bad for the Gravity diet.

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394388#msg394388
« Reply #15 on: September 17, 2011, 12:13:24 pm »
Updated the first post. Two drastic changes:

1. Bigger map. We now have a total of 271 hexes.

2. Capital city positions. 100% evenly distributed.

Offline TimerClock14

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394420#msg394420
« Reply #16 on: September 17, 2011, 02:20:42 pm »
I lol'ed at the little
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Offline Ryli

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394463#msg394463
« Reply #17 on: September 17, 2011, 03:47:08 pm »
I lol'ed at the little
Anyone who didn't doesn't have a good enough sense of humour to be part of this community :)

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394539#msg394539
« Reply #18 on: September 17, 2011, 06:09:52 pm »
New version posted.

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394603#msg394603
« Reply #19 on: September 17, 2011, 08:56:39 pm »
Last update of the day. Tomorrow we launch.

Offline Shantu

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394606#msg394606
« Reply #20 on: September 17, 2011, 09:07:48 pm »
I miss the waving dead guy from hex #23. :(

Offline Jappert

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394612#msg394612
« Reply #21 on: September 17, 2011, 09:24:46 pm »
I miss the waving dead guy from hex #23. :(
He ran off to welcome people to the desert!

Offline ak65ala

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394615#msg394615
« Reply #22 on: September 17, 2011, 09:34:33 pm »
Last update of the day. Tomorrow we launch.
Yea!  I am liking the ship and skeleton in the desert.  Also liking the open spaces, should be fun to see how we shape the world to our needs. 

Offline the dictator

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394645#msg394645
« Reply #23 on: September 17, 2011, 11:02:37 pm »
For the Ship Navigator fast travel, it might be a nice idea to move the lower three boats one hex to the left, making the distances between them all equal (and removing that ugly boat out of water's capital).
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