here is what the small version MIGHT look like (this is NOT and official version just a guess at what i think it might look like) i simply reduced the size and changed the font to make it readable
sorry for the triple post, but it seems we have too many positions now, so ... who do we remove from the map?
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Nov 25, 2009 5:20 pm
by lzrman
Karan
Re: Conquer National Bank - Updated P25 [D]
Posted: Fri Nov 27, 2009 1:36 am
by Hopscotcher
Karan works.
Is Cop Killer Connie a startable position?
Re: Conquer National Bank - Updated P25 [D]
Posted: Fri Nov 27, 2009 2:08 am
by a.sub
Hopscotcher wrote:Karan works.
Is Cop Killer Connie a startable position?
alrighty its pretty unanimous lol nope shes a cop
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Nov 28, 2009 4:17 am
by iancanton
the map is looking more playable as time goes on. we're making good porgress now.
lzrman wrote:Remove the alarm on Fat Cop to give us a even Alarms vs Thugs @ 11 then our number will set at 48 for droppables ! then that's good.
44 or 52 will be much better than 48 because 48 droppable regions gives 12 each in a 4-player game, which means that player 1 has an easy task of knocking down player 2's deployment to 3 troops if he takes 1 region from him on turn 1. see the thread below.
iancanton wrote:the map is looking more playable as time goes on. we're making good porgress now.
lzrman wrote:Remove the alarm on Fat Cop to give us a even Alarms vs Thugs @ 11 then our number will set at 48 for droppables ! then that's good.
44 or 52 will be much better than 48 because 48 droppable regions gives 12 each in a 4-player game, which means that player 1 has an easy task of knocking down player 2's deployment to 3 troops if he takes 1 region from him on turn 1. see the thread below.
thanks! so should we add 2 startable positions? she is supposed to, so if thats throwing off the count, my bad
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Nov 28, 2009 5:36 pm
by a.sub
hey i just did a count and i only see 27 dropping positions, with 11 guns, 11 alarms, 6 stashes and 3 other neutrals. nothing close to 48?
Re: Conquer National Bank - Updated P25 [D]
Posted: Sun Nov 29, 2009 12:58 am
by lzrman
I was counting blank ones +thugs +alarms! in part of the 48
Re: Conquer National Bank - Updated P25 [D]
Posted: Sun Nov 29, 2009 1:29 pm
by a.sub
lzrman wrote:I was counting blank ones +thugs +alarms! in part of the 48
oh we are making the thugs and alarms droppable? i didnt know that sorry, just ignore me then in that case do you want to make the alarms drop with 5 and the thugs drop with 1 so its easy to take a thug from someone else?
Re: Conquer National Bank - Updated P25 [D]
Posted: Sun Nov 29, 2009 1:37 pm
by lzrman
Sure!
Re: Conquer National Bank - Updated P25 [D]
Posted: Fri Dec 04, 2009 1:00 am
by a.sub
ok if no one else has any objections, ill remove karan and charlie and make all spots droppable
Re: Conquer National Bank - Updated P25 [D]
Posted: Fri Dec 04, 2009 1:45 am
by lzrman
a.sub wrote:ok if no one else has any objections, ill remove karan and charlie and make all spots droppable
Using the droppable equation listed.
Re: Conquer National Bank - Updated P25 [D]
Posted: Fri Dec 04, 2009 2:51 am
by Koganosi
Looks hot. Keep on the good work . Definitly gonna play this one when it gets out.
1. I haven't look in on this for quite a while and haven't read through the whole thread so please forgive is these have been covered, but i am looking at thing as they stand now...and have to ask if you can lilghten the notepaper colour top left...i can't read the instructions without having to squit and to to make out the instructions, the font is not the problem rather the colour being a bit dark. 2. I take it Sgt Ed is the way into the building. For orientation purposes, is there any chance you can place the text Front Door to the left of that divider...you'll probably have to move the title slightly south/left. 3. Having worked in a bank, I am thinking that Vault walls are liekly to be quiet think, yet you have north and south walls as what looks like a single wall. I would be making both of those at least a double wall, or at least thicker than outer walls of the main building. 4. Are the tellers counters where Private Avi is? If that's the case, wouldn't there be cash stash there also? 5. What are the gaps where Bob, Joe, and Mo are?
Re: Conquer National Bank - Updated P25 [D]
Posted: Fri Dec 04, 2009 7:05 pm
by a.sub
on my to do list: remove neutral numbers on thugs and alarms make instruction's areas brighter add "front door" text
thins to talk about: i think 6 stashes is already a lot, if we add another to the tellers' area then we would have 7 which would make it near impossible to get them all in a situation with more than 4 people. if we add it to make it 7 neutrals, but you only have to conquer 4 or 5 to win?
vault doors, if people can start in the vault is it still ok to have vault doors at 4 neutrals?
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Dec 09, 2009 12:31 am
by Hopscotcher
a.sub wrote:on my to do list: remove neutral numbers on thugs and alarms make instruction's areas brighter add "front door" text
thins to talk about: i think 6 stashes is already a lot, if we add another to the tellers' area then we would have 7 which would make it near impossible to get them all in a situation with more than 4 people. if we add it to make it 7 neutrals, but you only have to conquer 4 or 5 to win?
vault doors, if people can start in the vault is it still ok to have vault doors at 4 neutrals?
I totally think there should be another stash behind the "Counter" and I think owning 4 stahes is a good number. It makes the Vault a Hot spot since there are three there.
who would start in the vault? I only see cops and stashes.
Still likeing this, Hopper
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Dec 09, 2009 2:01 am
by a.sub
Hopscotcher wrote:
a.sub wrote:on my to do list: remove neutral numbers on thugs and alarms make instruction's areas brighter add "front door" text
thins to talk about: i think 6 stashes is already a lot, if we add another to the tellers' area then we would have 7 which would make it near impossible to get them all in a situation with more than 4 people. if we add it to make it 7 neutrals, but you only have to conquer 4 or 5 to win?
vault doors, if people can start in the vault is it still ok to have vault doors at 4 neutrals?
I totally think there should be another stash behind the "Counter" and I think owning 4 stahes is a good number. It makes the Vault a Hot spot since there are three there. sounds good, should we have an alarm on either side?
who would start in the vault? I only see cops and stashes. i thought we made everything bar stashes and doors starting positions?
Still likeing this, Hopper
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Dec 09, 2009 2:32 am
by Hopscotcher
a.sub wrote:
Hopscotcher wrote:I totally think there should be another stash behind the "Counter" and I think owning 4 stahes is a good number. It makes the Vault a Hot spot since there are three there. sounds good, should we have an alarm on either side?
who would start in the vault? I only see cops and stashes. i thought we made everything bar stashes and doors starting positions?
Still likeing this, Hopper
Sorry. It's been a while Since I've looked at this. I didn't know you had gone with that idea. I think I like 6 on the Doors. 4 is too easy to get in or out. Especially with the alarms next to the stashes, it's going to be hard starting for the players in there.
As for the alarms next to the Counter, well it makes sense in a bank. What would it look like?
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Dec 09, 2009 3:03 pm
by ustus
waitwaitwait... doesn't allowing a drop in the vault go flat out against everything we were all discussing about the vault? isn't it supposed to be a hard-to-get-to spot with a huge payoff for getting in there? isn't that what a vault is, and the whole reason people ever rob banks anyway?
Re: Conquer National Bank - Updated P25 [D]
Posted: Sun Dec 13, 2009 8:29 pm
by a.sub
ustus wrote:waitwaitwait... doesn't allowing a drop in the vault go flat out against everything we were all discussing about the vault? isn't it supposed to be a hard-to-get-to spot with a huge payoff for getting in there? isn't that what a vault is, and the whole reason people ever rob banks anyway?
yeah but i guess that without alarms and guns as starting positions, we wouldnt have enough.
how about a fair compromise, you can start anywhere except the vault, that would throw of the numbers a bit but fix the problem ustus pointed out.
Re: Conquer National Bank - Updated P25 [D]
Posted: Tue Jan 05, 2010 7:57 pm
by rishaed
a.sub wrote:
ustus wrote:waitwaitwait... doesn't allowing a drop in the vault go flat out against everything we were all discussing about the vault? isn't it supposed to be a hard-to-get-to spot with a huge payoff for getting in there? isn't that what a vault is, and the whole reason people ever rob banks anyway?
yeah but i guess that without alarms and guns as starting positions, we wouldnt have enough.
how about a fair compromise, you can start anywhere except the vault, that would throw of the numbers a bit but fix the problem ustus pointed out.
depending on how far the numbers are off you have a very very little amount of space to work with to add more, but the interior seems a bit crowded, but maybe if you added people on the sidewalk outside the bank you could fix the number problem.