I wish I could think of more comments on your map, but I got nothing. It seems like a very well thought out plan.
This would seem ready for the graphics workshop, to me.
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 11:57 pm
by a.sub
thanks
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 03, 2010 4:52 pm
by iancanton
is it confirmed that there are exactly 24 starting regions, being the non-bonusable people only, while all of the thugs, alarms, money carts and doors (as well as the getaway car) start neutral? [player]lzrman[/player], can u update the first post with this information?
[player]a.sub[/player], is there a version where we can see the number of starting neutrals on each region?
ian.
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 03, 2010 11:09 pm
by a.sub
iancanton wrote:is it confirmed that there are exactly 24 starting regions, being the non-bonusable people only, while all of the thugs, alarms, money carts and doors (as well as the getaway car) start neutral? [player]lzrman[/player], can u update the first post with this information?
[player]a.sub[/player], is there a version where we can see the number of starting neutrals on each region?
please note these are approx. locations of the numbers, lzrman will be taking care of that with the XML PS. i did get the neutral count right? im paranoid i messed one up
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Feb 06, 2010 4:02 am
by iancanton
laura currently has exclusive access to jack the hat's gun. swap the positions of jack the hat and private avi, then move tlane inside that room, between laura and the gun. incidentally, why is avi a private? shouldn't he be a detective or something? it's not a military bank.
similarly, adith currently has exclusive access to the guns of both cop killer corinne and big tuna. try swapping the positions of sarah and sir fred.
andrei and andrew are very similar and will appear consecutively in the dropdown lists. u need to rename one of them, so that they don't cause chester or joy to assault the wrong one.
each stash decays by 1 troop each turn, am i right? let each stash start with only 1 neutral, otherwise i don't see anyone taking them. make the objective hold 5 stashes and the getaway car to win!. in non-fog games, holding all 6 stashes simultaneously is so difficult that an objective win will be almost as rare as in feudal war.
in the legend, alter the wording for the alarms and stashes to alarms and stashes are each rigged to kill off one man each turn. avoid using reinforcements here, since this word means something else in the cc rules.
ian.
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Feb 06, 2010 4:55 pm
by a.sub
iancanton wrote:laura currently has exclusive access to jack the hat's gun. swap the positions of jack the hat and private avi, then move tlane inside that room, between laura and the gun. incidentally, why is avi a private? shouldn't he be a detective or something? it's not a military bank. [spoiler=solution]so does something like this work?
and yeah ill change avi to a detective[/spoiler]
similarly, adith currently has exclusive access to the guns of both cop killer corinne and big tuna. try swapping the positions of sarah and sir fred. [spoiler=solution]well now that tlane has been moved why not make Adith a starting neutral instead of tlane[/spoiler]
andrei and andrew are very similar and will appear consecutively in the dropdown lists. u need to rename one of them, so that they don't cause chester or joy to assault the wrong one. [spoiler=solution]ill switch Andrew's and Robert's positions[/spoiler]
each stash decays by 1 troop each turn, am i right? let each stash start with only 1 neutral, otherwise i don't see anyone taking them. make the objective hold 5 stashes and the getaway car to win!. in non-fog games, holding all 6 stashes simultaneously is so difficult that an objective win will be almost as rare as in feudal war. [spoiler=solution]well money stashes decay one while alarms just get rid of 1 droppable troop, and on that note is 5 too much too? because we seem to have more ways to lose troops than gain them, how about 4 or even 3?[/spoiler]
in the legend, alter the wording for the alarms and stashes to alarms and stashes are each rigged to kill off one man each turn. avoid using reinforcements here, since this word means something else in the cc rules. [spoiler=solution]can we say "But watch out, alarms will stop one man from joining you, and the stashes are rigged to kill a man off each stash ."[/spoiler]
ian.
Thanks!
Re: Conquer National Bank - Updated P25 [D]
Posted: Sun Feb 07, 2010 2:04 am
by Hopscotcher
I agree that Adith should be a starting neutral, but I always saw Lara as one of those hard to work positions.
You have access to a gun, but to go anywhere from there, you have to either go through alarms. 2 of them for the door!
Or into the mess of people out there. I kind of like her as is.
ALSO:::::::::
Howabout.... Alarms will cost you one troop each round and Stashes will decay by one troop each round, so be careful what you nab, thugs or the gig might just be up!
Or you know, something else that basically says the same thing, but sounds cooler (you're much better at that than I am!)
I think 5 with the Car is a good number. there are 3 in the vault, so having 2 more is hard, but not unattainable. I also think 2 is a good number for the neutrals on the stashes. Making them 1's is kinda just making them boring.
I really want to see this succeed, so If my 2 bits are unwelcome, I'll shuddup!
Re: Conquer National Bank - Updated P25 [D]
Posted: Tue Feb 09, 2010 4:03 pm
by iancanton
a.sub wrote:
iancanton wrote:laura currently has exclusive access to jack the hat's gun. swap the positions of jack the hat and private avi, then move tlane inside that room, between laura and the gun. incidentally, why is avi a private? shouldn't he be a detective or something? it's not a military bank.
[spoiler=solution]so does something like this work?
and yeah ill change avi to a detective[/spoiler]
iancanton wrote:similarly, adith currently has exclusive access to the guns of both cop killer corinne and big tuna. try swapping the positions of sarah and sir fred.
[spoiler=solution]well now that tlane has been moved why not make Adith a starting neutral instead of tlane[/spoiler]
Hopscotcher wrote:I agree that Adith should be a starting neutral, but I always saw Lara as one of those hard to work positions.
You have access to a gun, but to go anywhere from there, you have to either go through alarms. 2 of them for the door!
Or into the mess of people out there. I kind of like her as is.
[player]a.sub[/player] has presented a neat solution here. [player]hopscotcher[/player] has a point about it being hard for laura to go anywhere, but she can stay put after taking the gun, protected by neutrals and alarms: the +2 isn't auto-deploy, so the troops can be deployed somewhere else.
a.sub wrote:
iancanton wrote:andrei and andrew are very similar and will appear consecutively in the dropdown lists. u need to rename one of them, so that they don't cause chester or joy to assault the wrong one.
[spoiler=solution]ill switch Andrew's and Robert's positions[/spoiler]
this might be enough. however, be prepared for complaints about misdeployments during the beta stage!
Hopscotcher wrote:I think 5 with the Car is a good number. there are 3 in the vault, so having 2 more is hard, but not unattainable. I also think 2 is a good number for the neutrals on the stashes. Making them 1's is kinda just making them boring.
how about if we try it with 4 or 5 stashes plus the car to win, with 2 neutrals on each stash, as [player]hopscotcher[/player] suggests?
to even up the distribution of thugs a bit, i propose swapping the positions of sonny and mo. 3 people will then have access to that thug, in a corner that has little else going for it.
what do u think about 4 neutrals per thug, so that it isn't so easy to accumulate multiple bonuses quickly, especially in the bottom right?
ian.
Re: Conquer National Bank - Updated P25 [D]
Posted: Tue Feb 09, 2010 5:42 pm
by Hopscotcher
I like the switch for Sonny and Mo
I agree that 4 might be good for the Thugs: If we make them 4, I see a lot of people simply dropping their first turn though. With 4, you usually need at least 7 persons to take a thug, but then once you get one, your dropping 5 and you can start nabbing more. The more I think about it, it makes more sense, but it will slow down the map in the beginning. Which in my mind would be a nice change from say........ Jamaica
Couldn't we just rename Andrew or Andrei::::::::::: if we want a Russian name, we could call him Nicoli
Getaway car to 6?
That's my 2 bits.
Re: Conquer National Bank - Updated P25 [D]
Posted: Tue Feb 09, 2010 6:01 pm
by natty dread
Hopscotcher wrote:we want a Russian name
Sergei? Boris? Ivan? Fjodor?
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 2:02 am
by a.sub
just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 2:07 am
by Hopscotcher
a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
DOH!!!!!!!!!!!!!!!
Just noticed this and it's not gameplay, but some of the Alarms don't reallly look like alarms. There needs to be either A: Consistent placement of the Red Waves or B: Another way to indicate Alarms I.E. a different colored DOT.
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 3:04 am
by lzrman
Hopscotcher wrote:
a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
DOH!!!!!!!!!!!!!!!
Just noticed this and it's not gameplay, but some of the Alarms don't reallly look like alarms. There needs to be either A: Consistent placement of the Red Waves or B: Another way to indicate Alarms I.E. a different colored DOT.
Could always code the Alarms with Red Borders around the circle and thugs another color? just a thought
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 12:26 pm
by rishaed
lzrman wrote:
Hopscotcher wrote:
a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
DOH!!!!!!!!!!!!!!!
Just noticed this and it's not gameplay, but some of the Alarms don't reallly look like alarms. There needs to be either A: Consistent placement of the Red Waves or B: Another way to indicate Alarms I.E. a different colored DOT.
Could always code the Alarms with Red Borders around the circle and thugs another color? just a thought
sounds like an ameable solution
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 4:53 pm
by Hopscotcher
lzrman wrote:
Hopscotcher wrote:
a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
DOH!!!!!!!!!!!!!!!
Just noticed this and it's not gameplay, but some of the Alarms don't reallly look like alarms. There needs to be either A: Consistent placement of the Red Waves or B: Another way to indicate Alarms I.E. a different colored DOT.
Could always code the Alarms with Red Borders around the circle and thugs another color? just a thought
Again......... it's grahics. I really like the WAVES. I just think they just need to be in the same location on every Alarm.
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 7:41 pm
by a.sub
what if the waves were the army circles?
TO DO list Rearrange the circles as show in the poorly drawn thing above Make Adith neutral switch robert and andrew rephrase text to remove the word "reinforcements" and say that u only need 5 to win spell sheriff and getaway properly make stashes 1 neutral make thugs 4 neutral
i think thats everything right?
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 10:58 pm
by Hopscotcher
a.sub wrote:what if the waves were the army circles?
TO DO list Rearrange the circles as show in the poorly drawn thing above Make Adith neutral switch robert and andrew rephrase text to remove the word "reinforcements" and say that u only need 5 to win spell sheriff and getaway properly make stashes 1 neutral make thugs 4 neutral
i think thats everything right?
5 to win, but Stashes at 2. I think that is what we all agreed looked good.
We were talking about simply renaming Andrew or Andrei with a more distinctive name. (Boris?)
Everything else you listed is correct. At some point, you are going to have to make the alarms more uniform graphically, so that you can glance at a spot and know if it is or is not an alarm. I like the waves because it looks like they are blowing a whistle or literally setting off an alarm. but again. graphics, not gameplay.
Re: Conquer National Bank - Updated P25 [D]
Posted: Wed Feb 10, 2010 11:47 pm
by a.sub
Hopscotcher wrote:
a.sub wrote:what if the waves were the army circles?
TO DO list Rearrange the circles as show in the poorly drawn thing above Make Adith neutral switch robert and andrew rephrase text to remove the word "reinforcements" and say that u only need 5 to win spell sheriff and getaway properly make stashes 1 neutral make thugs 4 neutral
i think thats everything right?
5 to win, but Stashes at 2. I think that is what we all agreed looked good.
We were talking about simply renaming Andrew or Andrei with a more distinctive name. (Boris?)
Everything else you listed is correct. At some point, you are going to have to make the alarms more uniform graphically, so that you can glance at a spot and know if it is or is not an alarm. I like the waves because it looks like they are blowing a whistle or literally setting off an alarm. but again. graphics, not gameplay.
Stashes are already 2 Andrei will be Vladamir lol lemme try something and we shall see what people think
Re: Conquer National Bank - Updated P25 [D]
Posted: Thu Feb 11, 2010 12:10 am
by a.sub
UPDATED OFFICIAL UPDATE [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank218-11.jpg[/bigimg]
THEORY what do you guys think of this color coordination to make it easier to see? THIS IS NOT OFFICIAL [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank281.jpg[/bigimg]
Re: Conquer National Bank - Updated P25 [D]
Posted: Thu Feb 11, 2010 12:45 am
by Hopscotcher
The Red blends in too much. Try Orange?????
LOVING the Yellow Thugs!!!!!!!!!!!!!!!!!!
Re: Conquer National Bank - Updated P25 [D]
Posted: Thu Feb 11, 2010 2:14 am
by natty dread
Vladamir -> Vladimir.
Re: Conquer National Bank - Updated P25 [D]
Posted: Thu Feb 11, 2010 2:24 am
by lzrman
Hopscotcher wrote:The Red blends in too much. Try Orange?????
LOVING the Yellow Thugs!!!!!!!!!!!!!!!!!!
Agree'd on the Yellow Thugs, try Orange or even lime green :O
Re: Conquer National Bank - Updated P25 [D]
Posted: Thu Feb 11, 2010 4:34 pm
by rishaed
lzrman wrote:
Hopscotcher wrote:The Red blends in too much. Try Orange?????
LOVING the Yellow Thugs!!!!!!!!!!!!!!!!!!
Agree'd on the Yellow Thugs, try Orange or even lime green :O
very nicely done if we are all agreed on gameplay now maybe we can get the Boys in Blue, BB, to come and give this map a very deserving gameplay and maybe even graphics stamp