degaston wrote:Rourke's Drift has an objective that requires you to kill 47 neutrals.
Cannot compare the two as both are different maps. RD has 6 auto deploys of +1 which can be used to chieftains, you autos have not. RD autos are central to the action and can be used in the game at once, yours cannot. The officers bonus is not even an auto deploy.
degaston wrote:Does no one ever bother to go for the objective in that map?
As for going for the winning condition, no, it is not gotten as often as I would like.
degaston wrote:I think people will go for it because if you don't, your opponent will, and they will win.
You go for it and waste your troops then.
degaston wrote:If they take every territory in the crime scene, each player in a 1v1 game could have 34 troops deployed each round. That is almost enough to take the objective by itself,
If that happens, you go for the WC, I attack you and knock all of your bonuses out. You then have no troops to counter me and I can go about the win easily.
degaston wrote:Why do you think you need to hold four rooms? Every room has a link to a suspect and weapon, so you only need one room.
For the bonuses as I said. Without the bonuses on the map itself, you have no chance of defending yourself, inviting the elimination. Without the bonuses, you do not have the troops for the WC, you said yourself in a 1v1 game, holding all territs gives a player about 34 to deploy.
degaston wrote:if suspects and weapons auto-deployed 100 troops, would you think they were worth it?
No, I would say turn it down as you go on to say.
degaston wrote:I think the values I have are reasonable, but if play testing proves otherwise, I'll be happy to change them.
Testing is not for this and is not designed for this. Beta is and you will not get to beta till gameplay and graphics are stamped.
degaston wrote:Is it four rooms or two rooms? I think you only need one room, and once you've taken the location on the notepad, and have at least one police station territory, you don't technically need to hold the room anymore.
This is correct, but one room only gives a max of 6 bonus. These two rooms are going to be the last taken as they are the largest. As for the weapon, no one will go for it straight away as the suspect allows a route for the detective also. These auto deploys are then left there for defence and to move about the police station. But once you have those 9 neutrals, you get a nice 4 auto deploy (1+3), but again you need to go through 14 neutrals to get to the weapons. Either that or you attack the weapon in your room and go through that way, meaning only 10 or 11 neutrals. But to do this you need your bonuses from the house to attack. The room with +6 bonus, that is 2 full rounds of troops. All of the above does not include the 23 from the note pad.
degaston wrote:Is it four rooms or two rooms? I think you only need one room, and once you've taken the location on the notepad, and have at least one police station territory, you don't technically need to hold the room anymore.
Losing your only way to get troops to deploy, and fight of the elimination for not holding a house region.
degaston wrote:Even with the "no reinforcements" setting, these auto-deploys are anything but useless.
[*]Each suspect and weapon can be assaulted from two different crime scene rooms, so once you take them, the auto-deploys help with defense.
[*]The suspect auto-deploy can help you to take a detective, which leads to...
[*]When you hold a detective, the suspects and weapons assault their matching entries on the notepad.
[*]The Detective assaults "Book him!", and is bombarded by it as well.
So each of those territories has an important offensive and defensive role.
This is all well and good, but the troops you get are not enough to take the neutrals and defend at the same time. As said above.
degaston wrote:I'm working on it.
