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Re: Nikola's map



On Tuesday 12 December 2006 23:47, Jens Granseuer wrote:
> On 12.12.2006 09:55, Nikola Smolenski wrote:
> > On Sunday 10 December 2006 18:35, Jens Granseuer wrote:
> > > I'm sure they can still win, but it's indeed a lot easier. I liked the
> > > previous version better, though. This one's too much long-range combat
> > > for my taste, but that may be just me.
> >
> > What do you mean by long-range combat?
>
> Anything beyond hex-to-hex, so, in this case, scouts and artillery.

Don't know what to say, it's actually my favourite way of combat :)

> > > The main problem with this plot and the campaign is that the campaign
> > > description (in the wiki, at least) mentions that it takes place in an
> > > almost desert-like region. Not much water, no coast to speak of.
> > >
> > > However, we could get away with making this one of the few bigger
> > > rivers running through the province, and the EoK trying to make it
> > > usable for shipping their reinforcements, or something.
> >
> > I wouldn't like to change the map that much, I become quite fond of it :)
> > How about a channel between two large lakes? On Earth, Lake Chad, for
> > example, 1,540 kmÂ, doesn't seem to affect surrounding desert much. Rest
> > of the story could be pretty much the same. (While there are no large
> > lake fleets, there still could be danger of, say, trade fleet used as
> > troop transports.)
>
> Well, you wouldn't have to change the map much. I think it would qualify as
> a big river the way it is now. However, a lake would do the trick just as
> well. Probably a little better, even.

OK, I'll adapt the briefings then. Could you give me names for the lakes?

> > > * move the HQ closer to the water and use ships instead of choppers
> > > * disallow building hovercraft (heh)
> >
> > I believe that hovercrafts would be the key for breaking a stalemate in a
> > human vs human game, so that's why i think they should be kept.
>
> Fair enough. <meany>Then deal with it!</meany> ;-)

I will, as soon as I decide how.