Add the [D] tag to the title. Title and first post are very important during the foundry process, pay attention on them
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1. The page with the latest development of production. (I.E. ‘Update – Pg 3') 2. No use of [brackets]: use (parentheses), --dashes--, or “quotes” instead. 3. For every stamp you recieve the appropriate tag should be included in the title. [D, Gp, Gr, X]
there might be a slight difference, but I think it looks fine. of course some are probably pickier than I am. I'd be more concerned that the t in Jack the hat crosses the white connection.
I think it adds a little flavor to the map in general though
so any gameplay complaints? any mis places guns or alarms? guns are meant to be out of place so they are harder to get but are still accessible, and alarms should be in the way, they are meant to necessitate the use of guns.
Mo to lead pipe Joe. There's no alarm between there.
Also I think whoever starts in the southeast of this map has an advantage. Three guns for only one alarm to go through is huge. Maybe there should be two alarms at the front door.
Hopscotcher wrote:Mo to lead pipe Joe. There's no alarm between there.
Also I think whoever starts in the southeast of this map has an advantage. Three guns for only one alarm to go through is huge. Maybe there should be two alarms at the front door.
I'm anxious to try it, though!
i was also thinking, maybe we need another way to get to the front?
i was also thinking, maybe we need another way to get to the front?
I like this idea. An underground tunnel? or maybe a side explosion from the vault?
here is what im thinking, the big challenge of the car is that there are a bunch of neutral to block it off if i connected SGT. Ed to Anthony would that solve it? so no one would take Sgt. Ed because they lose troops but at the same time there is more than 1 entrance so no one can effectively clog the entrance
clever. I like it. Though, admittedly, i haven't read the past couple of pages, so i'm now officially behind the times. Got the gist of what you're fixing with that post-it note though, i think it's a very clever way to make that second route. And i agree that there should be one. May i point out that clogging Randall would be better than clogging sgt Ed? no atrophy to deal with. of course, that only deals with two of the three ways in, so you've solved that solution too. You could, of course, hold Erica and Sir Fred. That would take a lot more time to collect, but it would block all access to the getaway car. And since there are quite a few guns back there, you may even be able to have decent reinforcements. Use one of the three back doors to get to the guns by the car and never take an alarm you don't have to (specifically, never take Sgt Ed, and don't take Deputy George until you're ready to start stashing). In fact... Take Tlane and Jerry the Wolf and you've got 10 guns and one alarm, until you decide it's time to claim a stash and you have to take Deputy George. In the opinion of someone better at strategy, would you have enough time to do that before someone else had a stronger position? Or should i have waited and just tried that approach during beta... Aside, would those be one way attacks, or could you attack from Mad Dog to Smoots? probably better to have them one-way, sneaking back in the window would be rather harder than sneaking out...
ustus wrote:clever. I like it. Though, admittedly, i haven't read the past couple of pages, so i'm now officially behind the times. haha uve been such a good help so far i couldnt be mad if i tried
Got the gist of what you're fixing with that post-it note though, i think it's a very clever way to make that second route. And i agree that there should be one. May i point out that clogging Randall would be better than clogging sgt Ed? no atrophy to deal with. of course, that only deals with two of the three ways in, so you've solved that solution too. well the benefit is if you have significantly less (3 fold infact) neutrals to plow through and if you are holding the carts and want need a fast path to the car thats huge
You could, of course, hold Erica and Sir Fred. That would take a lot more time to collect, but it would block all access to the getaway car. And since there are quite a few guns back there, you may even be able to have decent reinforcements. Use one of the three back doors to get to the guns by the car and never take an alarm you don't have to (specifically, never take Sgt Ed, and don't take Deputy George until you're ready to start stashing). In fact... Take Tlane and Jerry the Wolf and you've got 10 guns and one alarm, until you decide it's time to claim a stash and you have to take Deputy George. In the opinion of someone better at strategy, would you have enough time to do that before someone else had a stronger position? Or should i have waited and just tried that approach during beta... interesting i didnt see that ... what if erica was promoted to cop status, and i swapped randall and Sgt. Ed? now holding erica would weaken you so someone would own you by the time u get a gun. and now the choke hold (formerly Randall) is now a negative?
Aside, would those be one way attacks, or could you attack from Mad Dog to Smoots? probably better to have them one-way, sneaking back in the window would be rather harder than sneaking out... two way for simplicity sake
On a side note, what if jerry the wolf and murphy met? it would make an alternative to sir fred but make the route much harder as it has waaaaay more to plow through
Money bags through the windows should be a one way attack. If it's a two way attack, It's too easy to simply block with Mad Dog. Especially in No Spoils.
Could Sgt. Ed (The one at the entrance, I think that's his name) Bombard the Getaway Car? Shooting out the tires, so to speak?
I still think Sgt. Ed should be connected to Anthony as well as Randall.
I think the cop at the door needs to be there. Manking Randall a cop and Sgt. Ed a startable possition is a bbbbaaaaaaaaaaaadddddddd idea. 3 thugs with no real downfall.
Just a question: hadn't counted them yet.... How many startable positions do you presently have?
Money bags through the windows should be a one way attack. If it's a two way attack, It's too easy to simply block with Mad Dog. Especially in No Spoils. makes sense, it can still be blocked but they will have hell as they cant use the troops on mad dog unless they want to run around the front of the bank, ill put it in
Could Sgt. Ed (The one at the entrance, I think that's his name) Bombard the Getaway Car? Shooting out the tires, so to speak? well at first this seems like a good idea, but i want to keep the attack routes in the map simple, tbh im still not so happy about the 1 ways but thats fairly minor imo, bombarding is a bit much
I still think Sgt. Ed should be connected to Anthony as well as Randall. makes sense ill put this one in too, open up Sgt. Ed a bit
I think the cop at the door needs to be there. Manking Randall a cop and Sgt. Ed a startable possition is a bbbbaaaaaaaaaaaadddddddd idea. 3 thugs with no real downfall. good point
Just a question: hadn't counted them yet.... How many startable positions do you presently have? a quick scan says 21 but im not 100% sure
just my thoughts. ttfn, Hopper greatly appreciated thanks again
The shooting out the tires was just a random idea anyway.
Any chance of adding 4 more starting positions?
26 divided by 8 = 3 + 2 neutruals. Makes Quads and 8 Player Esc. much more fun. 26 divided by 2 = 13. 4 dudes to start out, plus on this map, pretty hard to knock your opponent to 11. 26 divided by 6 = 4 + 2 neutrals. Again, Trips and multiplayer Esc. more interesting this way.
The shooting out the tires was just a random idea anyway.
Any chance of adding 4 more starting positions?
26 divided by 8 = 3 + 2 neutruals. Makes Quads and 8 Player Esc. much more fun. 26 divided by 2 = 13. 4 dudes to start out, plus on this map, pretty hard to knock your opponent to 11. 26 divided by 6 = 4 + 2 neutrals. Again, Trips and multiplayer Esc. more interesting this way.
hmm maybe add four to the courtyard? it may be a bit cramped, but so is the rest of the map