Rhodan
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« on: August 25, 2010, 21:08 » |
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The new 6 player version looks like it will be a blast to play but I have several suggestions and concerns
Suggestions: 1)The map is crowded with 6 players and 64 plots. Having the map, Store, and player info all on one screen makes the map to small. There is already little time to study the map before its your turn, having to squint to see it makes it even harder. I prefer the store on a separate screen when entered. Another reason why, is crossing that store uses your time and a big part of the game play is time management during your development phase. It looses or wins games. The store on the same screen is small and eliminates alot of the time management tricks of entering the store from left, right, top bottom, choosing what to develop in what order, what side of the map to develop on etc. You will loose alot of strategic planning and play with a smaller store that doesnt matter where you enter or exit the store at.
2)Be able to view the map at each summary screen for strategic planning of your actions next round
3)at least 6 desert plots so each player has a shot at the new 4 energy plot
4)Didnt get to play enough to see if mountains and the number of high stites is balance. You dont want to many of either nor to few.
5)More players maybe more then two meteor strikes per game
6)chance of plot loss to top two players and plot gain to last 4 with 2nd having the least chance.
7)Being able to see other players crystite assays via flags on the map(then i wont have to mark a piece of paper every game) Surely my mechanical mules can spy other players assaying nearby and keep track of this!
8)Develop phase is very important and having players ranked and developing one after another has great strategic advantages, Hence, why development is reverse when low on mules to give the lower rank players a chance to catch the leaders. Having to many players develop at once or all developing at the same time completely changes this balance and strategic play. Hence there should be a host setting example: Real time mode- everyone develops at once Classic mode- develop in turns either one at a time(makes game longer) or two at a time(which will make the game a tad shorter) 1st and 2nd, 3rd and 4th, finally 5th and 6th go last. Reverse when mule shortage
Concerns
Bonuses via character selection before each round. I like this idea but the implementation of it detracts from the game and there is serious balance issues with some of the bonuses( land auc buy, colluding(didnt get to see how this works) and the mechtron(no bad events and gets to be first to select bonus next round) anyone of these three are to powerful a bonus(depending on how colluding works) There should be cost to acquire these bonuses. Maybe have them in the store to be chosen or paid for during development. That way it takes valuable time to select and players will not have to wait on others to read each bonus wasting every ones time before a round starts. This would make the game flow again without another pause. Either way this should be a mode the host can choose. Ex, classic play vs New.
Hope this helps. When I can get more time with the new version I will be able to throw more thoughts your way
Rhodan
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