Incandenza wrote:So I have a suggestion to tweak a couple of the neutrals, specifically Guards 005 and 501. Given the importance of gen pop and the yard (especially in 1v1s), I think having 5's in those positions, making a counterattack (or in the case of 005, access to the tower bombardment guards) that much more difficult, is kinda cheeky, since they're working for the defense. How about bumping them down to 2's?
(I suppose an argument could be made that all the cell block guards could be 2's as well, but for the moment, let's concentrate on the two in question)
I agree, But gen pop should remain at 3. 005 should go to 2. Also 601 and 602 should go down to 2, maybe 602 down to 1 as I have never seen the hole in play in any game.
Halmir wrote:First off love the map, it's got a great amount of complexity that will need a number of play throughs to get the hang of it properly. A couple of thoughts (sorry if they've been raised already, I'm not really gonna go through 55 pages of posts here!):
1) Triad and Aryan not easy to distinguish on first glance. Perhaps different shapes (square instead of circle for one etc) might help?
2) I'm playing game 3160061 where I started the round with 6 aryan brotherhood but the game only counted 4. I had Kaiser, Gregor, Karl in block D and Adolf, Max & Tyler in the yard. Is this a bug?
Great work anyways, enjoying playing it (this may in part be due to me winning on it currently
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
) !
1. They are harder to distinguish do to the red color, though the black outside ring will surely tell them apart. also look at the names, Wilhelm and Big Kiko are in the same cell, which one might be japanese.
Incandenza wrote:BENJIKAT IS DEAD wrote:I agree with all of the above - but think that there is also a strong argument for making all the bosses neutral 4 or 5 too.
Ah, there's this too, which would make drops considerably more even... One of the things I always liked about Arms Race is that, while my drop may not be great, I know for an absolute fact that my opponent will never start his first turn with more than 3 armies. Obviously that wouldn't be the case with prison riot given the vagaries of new fish, but forcing players to take bosses as opposed to just dropping them (and giving the edge to the guy going first in the case of a split cell) would be worth considering.
yes it's worth considering. but this would essential give the bosses to certain players. if you are in a cell with a neutral boss then its all yours, your blocked in. if you are in a cell with a boss that is another player, you can either take them out, or be taken out your self. I have seen many situations where a starting boss player will try to shank his cell mate, lose control of the shank and then get shanked and killed by the cell mate on the next turn. cell mate rivavly and dominance is what its all about.
Klaste wrote:The whole warden area gets you a pretty big bonus, and if you take all the prisoners out front (meaning outside 001), all you gotta do is hold a single point - 005 - for an easy +10 bonus (not including the sheer number of easy territories included within). Also not to mention the bombardment spots.. I'm not arguing against the bonus, I just think maybe it should be a bit harder to hold.
What my point is, I actually think the tunnel idea is a good one, purely because it's going to make whoever takes the warden at least have to guard two points instead of one.
P.S. You guys should make a zombie mall map in this style. Definitely. Nice job!
yep the warden is a big bonus, and with the gas chamber its even bigger. I have seen players win from the wardens angle many times. I have alsy seen players take over the wardn gas chamber and all those territories, then someone cashes a set, breaks in and takes out the warden leaving the other player stuck in the gas chamber with a -5 bonus and unable to deploy, essentially dead.
the thingh about the warden is that there is alot of neutrals to take over, 16 minium to hold that area, you also have to take out up to 18 armies. there is a lot to focus on, meanwhile, the prison is going grazy and the gangs are uniting. by the time you have the warden area on lockdown, you are going to need all the bonuses you can get to bring the rest of the prison under control.
i tihnk it works.