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Seaside Resort (Design Map by lazernerd)
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Rating: 9.00 in 3 ratings
Map Committee Rating: 0 in 0 ratings
Comments:
lazernerd (02/09/2013 10:14pm):
Complete with earplugs and a comfy pillow so you can sleep peacefully while tanks destroy the
neighboring towns.
Eligitine (02/12/2013 06:38pm):
The FTA counter ideally should be on the other base, since both sides are just going to rocket
twords the lower base anyway.
Mori2 (02/12/2013 06:50pm):
I'd switch the FTA counter to the one closer to the neutral base. Otherwise, this is a super cool
layout, lots of interesting things going on here. I almost want the center cities that are directly
above or below pipe seams, across the little ocean spots, to be ports instead, to allow some
cool battleship/carrier lock stuff.
lazernerd (02/12/2013 06:56pm):
Thanks for pointing that out Eligitine. I'm not sure why I put it on the far base.

I added in the two ports you suggested for testing. I'll create a few games and see how they
end up with the restricted ports.
Mori2 (02/12/2013 08:11pm):
Oh, I meant like, the ones at like, uh...I'll just do the coordinates I guess.

With the first number being the number of tiles over from the left to right, and the second
number being the number of tiles down from top to bottom, the cities at 11x13 and 16x4.
Those are the ones that are either above or below a pipeseam, along those coasts on the
center landmass. I think those ones could be cool as ports, not the ones you switched. I
think those are interesting for both battleships, as well as a very late game carrier lock if one
player is significantly beating the other as a way to get through that airport front.

Those tiles give the sea units a bit of room to breathe, and ports that close to the battlefield
are interesting since they don't offer healing for ground units like cities do, but still offer
cover.
Last Edited on 02/12/2013 08:13pm
lazernerd (09/01/2013 10:18pm):
Balance Update
1. Re-positioned the bases, seaports, and airports. During testing I found that the seaports were
too difficult to capture and underutilized when captured.
Last Edited on 10/23/2013 12:11pm


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