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Fireteam Zero» Forums » General

Subject: Personal thought about the board design rss

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Goyo L.
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I think the new design of the city board is cool compared to the old one, but I think it would be better if the buildings show their inside instead of their roofs.

Isn't it weird seeing miniatures crossin a city using the top of the buildings instead of sneaking into them?
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steve mohrbacher
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That's a fair point, especially when one of the tiles does show the interior. I do know they have two types of maps; ones that shows larger spaces like the woods or the town, and ones that show interiors like the mine shafts. So, the maps that cover larger areas will likely not show details like interiors, the other type will. It may not be the final product, of course, but this is a good question.
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Kevin Outlaw
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xen3000 wrote:
That's a fair point, especially when one of the tiles does show the interior. I do know they have two types of maps; ones that shows larger spaces like the woods or the town, and ones that show interiors like the mine shafts. So, the maps that cover larger areas will likely not show details like interiors, the other type will. It may not be the final product, of course, but this is a good question.


It makes sense the way they have done it.

Outside locations are "zoomed out" so you get an overview of a wide area. Items on the board are not in one-to-one scale with the miniatures, it is more like "dudes on a map" rather than the outside locations you see in a game like Mansions of Madness.

Meanwhile, interior locations are "zoomed in" for more of a "dungeon-crawling" style. Again, this makes sense as you will get a more claustrophobic, close-quarters feel to the events unfolding.

I'm trying to think of other games that do this and I can't think of any off the top of me head. Anyone?
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steve mohrbacher
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RedMonkeyBoy wrote:
xen3000 wrote:
That's a fair point, especially when one of the tiles does show the interior. I do know they have two types of maps; ones that shows larger spaces like the woods or the town, and ones that show interiors like the mine shafts. So, the maps that cover larger areas will likely not show details like interiors, the other type will. It may not be the final product, of course, but this is a good question.


It makes sense the way they have done it.

Outside locations are "zoomed out" so you get an overview of a wide area. Items on the board are not in one-to-one scale with the miniatures, it is more like "dudes on a map" rather than the outside locations you see in a game like Mansions of Madness.

Meanwhile, interior locations are "zoomed in" for more of a "dungeon-crawling" style. Again, this makes sense as you will get a more claustrophobic, close-quarters feel to the events unfolding.

I'm trying to think of other games that do this and I can't think of any off the top of me head. Anyone?


I completely agree it works. The one thing that is questionable is that single tile in the gameplay video where it depicts an interior while all the other tiles do not. I don't think it is bad, as I saw where it altered gameplay a few times. It just does not feel consistent or fully optimized (that particular map). My guess is that it is not the finalized version yet.
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Goyo L.
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RedMonkeyBoy wrote:
xen3000 wrote:
That's a fair point, especially when one of the tiles does show the interior. I do know they have two types of maps; ones that shows larger spaces like the woods or the town, and ones that show interiors like the mine shafts. So, the maps that cover larger areas will likely not show details like interiors, the other type will. It may not be the final product, of course, but this is a good question.

Outside locations are "zoomed out" so you get an overview of a wide area. Items on the board are not in one-to-one scale with the miniatures, it is more like "dudes on a map" rather than the outside locations you see in a game like Mansions of Madness.

Meanwhile, interior locations are "zoomed in" for more of a "dungeon-crawling" style. Again, this makes sense as you will get a more claustrophobic, close-quarters feel to the events unfolding


And wouldn't it be easier to create maps with more tiles in order to make a real "overview of a wide area" in a 1:1 scale?

Maybe if there were some missions with bigger scenarios using more than 4 tiles would add different situations from mission to mission....
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steve mohrbacher
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I am actually glad they did not do that, at least not for the base game. Changing the map scale/size effects time to play and the balance of cards/monsters. As of right now it looks to be a tightly focused tactical game. Besides, there are the multi-squad maps and modding tools that will allow the community to make pretty much anything.
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Simona Dostalova
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I like it, I think these guys are sooo tough, they probably can move through walls so why not on the roofs?
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Kevin Outlaw
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goyacorl wrote:
RedMonkeyBoy wrote:
xen3000 wrote:
That's a fair point, especially when one of the tiles does show the interior. I do know they have two types of maps; ones that shows larger spaces like the woods or the town, and ones that show interiors like the mine shafts. So, the maps that cover larger areas will likely not show details like interiors, the other type will. It may not be the final product, of course, but this is a good question.

Outside locations are "zoomed out" so you get an overview of a wide area. Items on the board are not in one-to-one scale with the miniatures, it is more like "dudes on a map" rather than the outside locations you see in a game like Mansions of Madness.

Meanwhile, interior locations are "zoomed in" for more of a "dungeon-crawling" style. Again, this makes sense as you will get a more claustrophobic, close-quarters feel to the events unfolding


And wouldn't it be easier to create maps with more tiles in order to make a real "overview of a wide area" in a 1:1 scale?

Maybe if there were some missions with bigger scenarios using more than 4 tiles would add different situations from mission to mission....


I wouldn't like that. Spawn points would be too far apart, all the monsters would be moving too slowly. And even with eight tiles I don't think you are going to get that feeling of running around an entire invested town or mountain range.

Different strokes, I guess, but I really like how this game is handling scale. It also feels a bit new and interesting.
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Dave D
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I don't have a problem with the design. I mean, where else would you find the perfect position for a sniper?
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Nick Jameson
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Map scale/design/perspective always walks a fine line between playability and practicality. I think they have done a good job here from what I have seen - although, would be nice to see some more close-ups of the tiles, including expansion content.
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Raf Cordero
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The map tiles are already physically pretty large. Any bigger and they'd need to include a new table as an add-on!
 
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