[Abandoned] - Conquer National Bank

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Hopscotcher
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Re: Conquer National Bank - Updated P25 [D]

Post by Hopscotcher »

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.
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

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.


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.
why dont we make thugs and civilians starting positions? more places to start but no cheap shots?
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Re: Conquer National Bank - Updated P25 [D]

Post by Hopscotcher »

a.sub wrote:
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.


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.
why dont we make thugs and civilians starting positions? more places to start but no cheap shots?


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.
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Re: Conquer National Bank - Updated P25 [D]

Post by yeti_c »

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.
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

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.


how would that work? have one central area you have to own to attack others from?
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Re: Conquer National Bank - Updated P25 [D]

Post by natty dread »

a.sub wrote:
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.


how would that work? have one central area you have to own to attack others from?



Kinda like PAF in Poland...
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

natty_dread wrote:
a.sub wrote:
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.


how would that work? have one central area you have to own to attack others from?



Kinda like PAF in Poland...


first off sorry for being slow again, :oops: its not intention i promise ... but im completely confused? :?
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Re: Conquer National Bank - Updated P25 [D]

Post by rishaed »

natty_dread wrote:
a.sub wrote:
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.


how would that work? have one central area you have to own to attack others from?



Kinda like PAF in Poland...

the problem is that did we ever get Das schloß to work, and I don't know about Poland.. :?
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Re: Conquer National Bank - Updated P25 [D]

Post by rishaed »

a.sub wrote:
natty_dread wrote:
a.sub wrote:
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.


how would that work? have one central area you have to own to attack others from?



Kinda like PAF in Poland...


first off sorry for being slow again, :oops: its not intention i promise ... but im completely confused? :?

Fastposted... :roll:
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Hopscotcher
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Re: Conquer National Bank - Updated P25 [D]

Post by Hopscotcher »

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.

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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

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


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
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

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.
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Re: Conquer National Bank - Updated P25 [D]

Post by Hopscotcher »

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


No. what I mean is.............

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?
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

Hopscotcher wrote:
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


No. what I mean is.............

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?


can we guarentee that everyone gets exactly 1 thug? idk if the current XML system allows for that
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Re: Conquer National Bank - Updated P25 [D]

Post by Hopscotcher »

a.sub wrote:can we guarentee that everyone gets exactly 1 thug? idk if the current XML system allows for that


Pretty sure you can do that. I.E. Castle Lands has everyone drop evenly in the Courts.
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Re: Conquer National Bank - Updated P25 [D]

Post by natty dread »

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...
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

so would what i said earlier work? its simpler and seems to be fine to me

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Re: Conquer National Bank - Updated P25 [D]

Post by natty dread »

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


Would you be using starting positions for them, or not?

If you code them as starting positions, so that you have 24 starting positions, 1 territory each, then it would work like that.

If not, then it's mostly the same, except in two player games, it would be 8 territs each and 8 neutral... (Two player games are treated as "3 player games with 1 player= neutral", except for starting positions).
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Re: Conquer National Bank - Updated P25 [D]

Post by Hopscotcher »

a.sub wrote:so would what i said earlier work? its simpler and seems to be fine to me

show


Yah. that would work too. I must have missed this.
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

yeah basically only the civs are startable, or 24 of them, we can chose 3 important ones to code as unstatable
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Re: Conquer National Bank - Updated P25 [D]

Post by iancanton »

i like this plan. if everything except 24 civilians starts neutral, then we don't need to worry about the relative distances between the thugs and whether some thugs have an advantage over others.

ian. :)
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

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
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Re: Conquer National Bank - Updated P25 [D]

Post by rishaed »

a.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

sounds reasonable...it makes it so they are easily taken if you want them but neatly solves the number problem :)
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Re: Conquer National Bank - Updated P25 [D]

Post by Hopscotcher »

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.
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Re: Conquer National Bank - Updated P25 [D]

Post by a.sub »

Hopscotcher 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.


hmm i guess but i was aiming for ppl in major crossways so ppl have to cross them to get across the map

because 24 only has 2 types with neutral starters

i just saw that movie too! (good movie!)
sure if there are a few names that sound like shit to ya (which there are a few im sure) lemme know, changing that takes a second
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