Moderator: Cartographers
i guess, but then there would be very few starting positions imo, but then again starting near money or in the vault is a terrible idea too.Hopscotcher wrote:I think a trip back to the basics is important here.
I think we can all agree on a few things:::
1. We don't want to clutter the map with extra terts just for the sake of having the right numbers.
2. starting in the vault goes against the idea of the map "You are a bank robber trying to rob the bank"
Here's my propositions and I really truly apologize if this goes against what I've said beforehand.
Either (A) Starting positions are only Thugs or (B) Starting positions are only civilians.
The only thing you want to avoid is having one player start with a huge bonus. If you can control drops so that player A drops on 2 Civilians and 2 Thugs i.e. that would be good.a.sub wrote:i guess, but then there would be very few starting positions imo, but then again starting near money or in the vault is a terrible idea too.Hopscotcher wrote:I think a trip back to the basics is important here.
I think we can all agree on a few things:::
1. We don't want to clutter the map with extra terts just for the sake of having the right numbers.
2. starting in the vault goes against the idea of the map "You are a bank robber trying to rob the bank"
Here's my propositions and I really truly apologize if this goes against what I've said beforehand.
Either (A) Starting positions are only Thugs or (B) Starting positions are only civilians.
why dont we make thugs and civilians starting positions? more places to start but no cheap shots?

how would that work? have one central area you have to own to attack others from?yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
a.sub wrote:how would that work? have one central area you have to own to attack others from?yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.

first off sorry for being slow again,natty_dread wrote:a.sub wrote:how would that work? have one central area you have to own to attack others from?yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
Kinda like PAF in Poland...
the problem is that did we ever get Das schloß to work, and I don't know about Poland..natty_dread wrote:a.sub wrote:how would that work? have one central area you have to own to attack others from?yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
Kinda like PAF in Poland...
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

Fastposted...a.sub wrote:first off sorry for being slow again,natty_dread wrote:a.sub wrote:how would that work? have one central area you have to own to attack others from?yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
Kinda like PAF in Poland...its not intention i promise ... but im completely confused?
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

so ur saying, all civilians are staring positions with 3, and thugs (not around the car) are also starting positions with 1?Hopscotcher wrote:That is all getting very convoluted in my perception.
Drops should be 1 Thug each player. The Rest, Civilians.
The Three Thugs around the Car should be Neutrals no matter what.
This makes everyone pretty much even to start off and you still have to go through alarms to get where you want to go.
Just my oppinion.
ttfn,
Hopper
No. what I mean is.............a.sub wrote:so ur saying, all civilians are staring positions with 3, and thugs (not around the car) are also starting positions with 1?
that would mean player 1 could wipe through everyone else's thugs in round 1
can we guarentee that everyone gets exactly 1 thug? idk if the current XML system allows for thatHopscotcher wrote:No. what I mean is.............a.sub wrote:so ur saying, all civilians are staring positions with 3, and thugs (not around the car) are also starting positions with 1?
that would mean player 1 could wipe through everyone else's thugs in round 1
Starting positions you get::::::::::::::::
1 Thug
X Civilians (Depends on number of players)
Thugs around the car are undroppable.
Thugs would still start out at 3. Are they still at +1 autodeploy?
Pretty sure you can do that. I.E. Castle Lands has everyone drop evenly in the Courts.a.sub wrote:can we guarentee that everyone gets exactly 1 thug? idk if the current XML system allows for that
No... well, you can, but only in >4 player games. If you have 8 starting positions, then in 4 player games each gets 2, and so on...can we guarentee that everyone gets exactly 1 thug? idk if the current XML system allows for that

a.sub wrote:im counting 27 civilian territs (someone wanna check that?)
can we just take away 3 for 24 territs?
players......ter per......neutrals
8.............3...............0
7.............3...............3
6.............4...............0
5.............4...............4
4.............6...............0
3.............8...............0
2.............12..............0
the only "bad" settings are 7 and 5, which are rare settings anyway, not saying they are never used, but they are rare to come by.
EDIT: what i mean is make civilians the only startables
nothing to worry about as far as dropping too many thugs, or anyone in the vault, or being close to the car etc.
Would you be using starting positions for them, or not?players......ter per......neutrals
8.............3...............0
7.............3...............3
6.............4...............0
5.............4...............4
4.............6...............0
3.............8...............0
2.............12..............0

Yah. that would work too. I must have missed this.a.sub wrote:so would what i said earlier work? its simpler and seems to be fine to me
Spoiler
a.sub wrote:im counting 27 civilian territs (someone wanna check that?)
can we just take away 3 for 24 territs?
players......ter per......neutrals
8.............3...............0
7.............3...............3
6.............4...............0
5.............4...............4
4.............6...............0
3.............8...............0
2.............12..............0
the only "bad" settings are 7 and 5, which are rare settings anyway, not saying they are never used, but they are rare to come by.
EDIT: what i mean is make civilians the only startables
nothing to worry about as far as dropping too many thugs, or anyone in the vault, or being close to the car etc.
sounds reasonable...it makes it so they are easily taken if you want them but neatly solves the number problema.sub wrote:so do we wanna remove 3 civs or make 3 start neitral automatically
i like th latter and was thinking tlane, joe and joy, all starting with 2's
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

hmm i guess but i was aiming for ppl in major crossways so ppl have to cross them to get across the mapHopscotcher wrote:Making Anthony, Randall and Brian undroppable would make the end game harder. I say either do that or spread them out among the clusters.
Why are we making 3 Neutral?? at 27:::
2 is 9, 3 is 9, 4 is 6, 5 is 5, 6 is 4, 7 is 3 and 8 is 3
Also........... Not to further clog things, but I was watching Public Enemies last night and thought some nods to Bank Robbers like Dillinger and Baby Face might be cool.
I'm totally cool with it the way it is. Figure I just throw that out there.