Moderator: Cartographers

alrighty its pretty unanimous lolHopscotcher wrote:Karan works.
Is Cop Killer Connie a startable position?
44 or 52 will be much better than 48 because 48 droppable regions gives 12 each in a 4-player game, which means that player 1 has an easy task of knocking down player 2's deployment to 3 troops if he takes 1 region from him on turn 1. see the thread below.lzrman wrote:Remove the alarm on Fat Cop to give us a even Alarms vs Thugs @ 11 then our number will set at 48 for droppables! then that's good.
thanks!iancanton wrote:the map is looking more playable as time goes on. we're making good porgress now.
44 or 52 will be much better than 48 because 48 droppable regions gives 12 each in a 4-player game, which means that player 1 has an easy task of knocking down player 2's deployment to 3 troops if he takes 1 region from him on turn 1. see the thread below.lzrman wrote:Remove the alarm on Fat Cop to give us a even Alarms vs Thugs @ 11 then our number will set at 48 for droppables! then that's good.
http://www.conquerclub.com/forum/viewto ... 10&start=0
why does cop killer corinne not start neutral?
ian.
oh we are making the thugs and alarms droppable? i didnt know thatlzrman wrote:I was counting blank ones +thugs +alarms! in part of the 48
Using the droppable equation listed.a.sub wrote:ok if no one else has any objections, ill remove karan and charlie and make all spots droppable


I totally think there should be another stash behind the "Counter" and I think owning 4 stahes is a good number. It makes the Vault a Hot spot since there are three there.a.sub wrote:on my to do list:
remove neutral numbers on thugs and alarms
make instruction's areas brighter
add "front door" text
thins to talk about:
i think 6 stashes is already a lot, if we add another to the tellers' area then we would have 7 which would make it near impossible to get them all in a situation with more than 4 people. if we add it to make it 7 neutrals, but you only have to conquer 4 or 5 to win?
vault doors, if people can start in the vault is it still ok to have vault doors at 4 neutrals?
Hopscotcher wrote:I totally think there should be another stash behind the "Counter" and I think owning 4 stahes is a good number. It makes the Vault a Hot spot since there are three there.a.sub wrote:on my to do list:
remove neutral numbers on thugs and alarms
make instruction's areas brighter
add "front door" text
thins to talk about:
i think 6 stashes is already a lot, if we add another to the tellers' area then we would have 7 which would make it near impossible to get them all in a situation with more than 4 people. if we add it to make it 7 neutrals, but you only have to conquer 4 or 5 to win?
vault doors, if people can start in the vault is it still ok to have vault doors at 4 neutrals?
sounds good, should we have an alarm on either side?
who would start in the vault? I only see cops and stashes.
i thought we made everything bar stashes and doors starting positions?
Still likeing this,
Hopper
Sorry. It's been a while Since I've looked at this. I didn't know you had gone with that idea. I think I like 6 on the Doors. 4 is too easy to get in or out. Especially with the alarms next to the stashes, it's going to be hard starting for the players in there.a.sub wrote:Hopscotcher wrote: I totally think there should be another stash behind the "Counter" and I think owning 4 stahes is a good number. It makes the Vault a Hot spot since there are three there.
sounds good, should we have an alarm on either side?
who would start in the vault? I only see cops and stashes.
i thought we made everything bar stashes and doors starting positions?
Still likeing this,
Hopper
yeah but i guess that without alarms and guns as starting positions, we wouldnt have enough.ustus wrote:waitwaitwait... doesn't allowing a drop in the vault go flat out against everything we were all discussing about the vault? isn't it supposed to be a hard-to-get-to spot with a huge payoff for getting in there? isn't that what a vault is, and the whole reason people ever rob banks anyway?
depending on how far the numbers are off you have a very very little amount of space to work with to add more, but the interior seems a bit crowded, but maybe if you added people on the sidewalk outside the bank you could fix the number problem.a.sub wrote:yeah but i guess that without alarms and guns as starting positions, we wouldnt have enough.ustus wrote:waitwaitwait... doesn't allowing a drop in the vault go flat out against everything we were all discussing about the vault? isn't it supposed to be a hard-to-get-to spot with a huge payoff for getting in there? isn't that what a vault is, and the whole reason people ever rob banks anyway?
how about a fair compromise, you can start anywhere except the vault, that would throw of the numbers a bit but fix the problem ustus pointed out.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
