Page 6 of 38
Posted: Thu Jul 12, 2007 1:21 pm
by thegeneralpublic
What are the pale gray dots? Are they just rooms without bonus?
Posted: Thu Jul 12, 2007 1:26 pm
by unriggable
This map looks un-mibi-esque.
Posted: Thu Jul 12, 2007 2:07 pm
by yeti_c
Loving the play on this one Mibi - can't wait for your superb GFX to finish it off.
Defs agree that weapons should have names... if not names then icons (-> key)?
C.
Posted: Thu Jul 12, 2007 2:38 pm
by cairnswk
Mibi...fantastic map....great concept....the names are fabulous. Great work.

This'll be something that everyone will love playing I'm sure.
Posted: Thu Jul 12, 2007 3:34 pm
by cena-rules
Im looking forward to playing this
Posted: Thu Jul 12, 2007 3:50 pm
by Night Strike
Dang this looks crazily confusing.......I don't know if I like it. Anyway, how do you attack?? Can you attack members from the same gang? neighboring circles? what?
Posted: Thu Jul 12, 2007 3:56 pm
by Coleman
Night Strike wrote:Dang this looks crazily confusing.......I don't know if I like it. Anyway, how do you attack?? Can you attack members from the same gang? neighboring circles? what?
It's my understanding you can attack anything in the same room and connected rooms.
Posted: Fri Jul 13, 2007 10:31 am
by mibi
changes:
1. gang leaders are more visible
2. weapons are named
gun
baton
shank
shiv
wire
hammer
syringe
blade
club

Posted: Fri Jul 13, 2007 10:35 am
by yeti_c
Perhaps think about making the Leaders neutral?
That way no-one gets a bonus straight up?
Also - don't like the new fish rule... to get the bonus then you already have to have a leader - which probs means you might be well in with the bonuses...
I reckon - Make it a collect as many as you can - but worth less than a proper gang...
C.
Posted: Fri Jul 13, 2007 10:36 am
by Coleman
If all the guards and weapons are still going to be neutral ? could be another guard themed weapon, like taser (tazer?). You have to dig through 2 or in some cases 3 guards to get to it and the baton, so it doesn't seem imbalanced. Plus if you own one of those prisoners you're getting a negative bonus from the hole anyway.
I agree that you shouldn't need a gang leader for new fish. The rule itself I don't have a problem with.
Posted: Fri Jul 13, 2007 10:38 am
by gimil
have the new fish count as part of any gang dependign where your getting the bonus form.
for exaple 3 fish get a +1 onto your gang bonus. so you still need to get a leader to execute there bonus
Posted: Fri Jul 13, 2007 10:40 am
by Coleman
gimil that's going to be really hard in the xml. Or at least it has broken my mind at the moment. It's easier if new fish are their own set of collections and aren't a part of every gang's collection.
Posted: Fri Jul 13, 2007 10:40 am
by yeti_c
Coleman wrote:gimil that's going to be really hard in the xml. Or at least it has broken my mind at the moment. It's easier if new fish are their own set of collections and aren't a part of every gang's collection.
Concur - would be mega tricky!!!
C.
Posted: Fri Jul 13, 2007 10:43 am
by gimil
simple program the fish gang 5 times each with a diffirent leader.
Posted: Fri Jul 13, 2007 10:50 am
by yeti_c
gimil wrote:simple program the fish gang 5 times each with a diffirent leader.
Doesn't quite work like that I'm afraid!!!
C.
Posted: Fri Jul 13, 2007 10:52 am
by gimil
how would it be done then?
Posted: Fri Jul 13, 2007 11:08 am
by Coleman
gimil wrote:how would it be done then?
Well this is just theoretical but I would probably need to do each gang on it's own first, probably 5 or 6 times with overrides. Then I'd need to do them all again with new fish mixed in, but the problem becomes how the overrides work and what should be the top set. You shouldn't be able to fulfill the complete gang bonus with new fish, which creates a whole new set of problems, how do I guarantee that the complete gang is being fulfilled only by gang members and not be the new fish portion of the collection.
I still say it would be best to have the new fish be how they are now but without a gang leader requirement. This would have the added effect of you not being completely screwed by losing a leader if you have a small group of new fish, which I think is a good thing.
Posted: Fri Jul 13, 2007 11:10 am
by gimil
i understand now.
It would make more sence to have the fish as a seperate gang
Posted: Fri Jul 13, 2007 3:20 pm
by mibi
Ok ill remove the leader requirement for the new fish.
all the bonuses are up for discussion. its hard to say how easy or hard it will be to unite 13 or 15 members.
with 33 guards its a possible bonus of +16 but it would be next to impossible to hold all the guards especially in the cell blocks.
coleman, what are saying about the weapons? the only guard weapons are in the guard areas.
also maybe if you hold the gas chamber (?) you can attack any gang leader. i dunno, im still looking for some good ideas for that space. if i cant come up with something i wil just fill it in.
too bad it can't be a lock down switch and make all the cells one ways or something.
Posted: Fri Jul 13, 2007 3:24 pm
by Coleman
mibi wrote:also maybe if you hold the gas chamber (?) you can attack any gang leader. i dunno, im still looking for some good ideas for that space. if i cant come up with something i wil just fill it in.
too bad it can't be a lock down switch and make all the cells one ways or something.
I was saying that the ? should be another weapon with a guard theme (tazer or taser, still not sure on spelling) but if you already decided something else for it nevermind.
Posted: Fri Jul 13, 2007 3:55 pm
by Molacole
this looks like th eultimate terminator map!
Posted: Fri Jul 13, 2007 5:19 pm
by mibi
here is a version with the neutrals
im not so sure about making the gang leaders neutral. I think it would be extremely rare that a player would start with 7 members including the leader in order to get a +4 bonus. a start with a +1 isnt a big deal. also i need to remove one new fish since there are 16 which makes the total starting areas 91, not a good number. so i need to reduce it to 90. if each gang leader were neutral wit would bring it down to 95 which isnt divisble by anything useful.

Re: SUPERMAX: Prison Riot! - 9th update - neutrals ,pg 10
Posted: Fri Jul 13, 2007 5:19 pm
by mibi
oops
Posted: Fri Jul 13, 2007 5:20 pm
by Coleman
My only concern is that a player could start with 3 or more in the hole. I can program to make sure it isn't negative numbers, but having none to deploy for a while could potentially suck. A lot.
Actually now that I've done the math in my head with 90 you couldn't go negative first turn unless you lost territories.
Posted: Fri Jul 13, 2007 6:22 pm
by fireedud
I think the gang leaders should be the ones who are in the hole. Or maybe if you have all the guards and the warden the hole -1 bonus will stop.