e_i_pi wrote:Great map, I've been playing it a bit recently. Which leads me to an observation. A fair few circles aren't centered (on the small map). I understand that it's difficult to centre exactly properly, as the small map is anti-aliased, but some of these are obviously out.
It's prison, some of the inmates are... unstable. Their circles are not quite even circles which makes centering rather impossible.
waseemalim wrote:I would suggest increasing the warden + gas chamber bonus to +8 and keep gashamber - warden at -5.
Reason: It just isnt worth it as it stands.
Really? The thing about the gaschamber and warden is that if you spend your time going after the warden, and then securing the guard area, chances are you won't have many gang leaders to increase your bonus with. So the +5 becomes very valuable. It is a risky move for sure but a bit nessasary if you really hope to dominate from the warden. I am open to a +6 or +7 but +8 might be a bit high. Though if the map changes go through and there is a new entrance to the guard area, closer to the gas chamber, this increases the risk of the gas chamber, so the reward should go up.
I would like to hear others peoples thoughs on this though.
Incandenza wrote:I still feel like guard 501 should be a 1 or 2...
Any reason? I like the idea of gen pop being kind of isolated, a pressure cooker. It is hard to get external forces in there, so if you don't maintain your reputation in the gen pop, then you are a bit fucked. If it were 2 or 1, then people would neglect the gen pop until it was time to rush in from the yard.