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[Abandoned] - Conquer National Bank

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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Mon Nov 23, 2009 6:59 pm

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.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Tue Nov 24, 2009 2:17 am

Click image to enlarge.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Tue Nov 24, 2009 2:33 am

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
show
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Wed Nov 25, 2009 5:02 pm

sorry for the triple post, but it seems we have too many positions now, so ... who do we remove from the map?
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Wed Nov 25, 2009 5:20 pm

Karan :P
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Fri Nov 27, 2009 1:36 am

Karan works.

Is Cop Killer Connie a startable position?
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Fri Nov 27, 2009 2:08 am

Hopscotcher wrote:Karan works.

Is Cop Killer Connie a startable position?


alrighty its pretty unanimous lol
nope shes a cop :)
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Re: Conquer National Bank - Updated P25 [D]

Postby iancanton on Sat Nov 28, 2009 4:17 am

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.

viewtopic.php?f=127&t=34210&start=0

why does cop killer corinne not start neutral?

ian. :)
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Nov 28, 2009 1:49 pm

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.

viewtopic.php?f=127&t=34210&start=0

why does cop killer corinne not start neutral?

ian. :)


thanks! :D
so should we add 2 startable positions?
she is supposed to, so if thats throwing off the count, my bad :oops:
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Nov 28, 2009 5:36 pm

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?
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Sun Nov 29, 2009 12:58 am

I was counting blank ones +thugs +alarms! in part of the 48
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sun Nov 29, 2009 1:29 pm

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 :oops: sorry, just ignore me :lol:
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?
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Sun Nov 29, 2009 1:37 pm

Sure!
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Fri Dec 04, 2009 1:00 am

ok if no one else has any objections, ill remove karan and charlie and make all spots droppable
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Fri Dec 04, 2009 1:45 am

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.
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Re: Conquer National Bank - Updated P25 [D]

Postby Koganosi on Fri Dec 04, 2009 2:51 am

Looks hot. Keep on the good work =D> . Definitly gonna play this one when it gets out.

urs

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Re: Conquer National Bank - Updated P25 [D]

Postby cairnswk on Fri Dec 04, 2009 3:15 am

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image


a.sub.....i assume this is latest version

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?
Last edited by cairnswk on Tue Jan 05, 2010 8:01 pm, edited 1 time in total.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Fri Dec 04, 2009 7:05 pm

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?
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Wed Dec 09, 2009 12:31 am

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.

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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Wed Dec 09, 2009 2:01 am

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,
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Wed Dec 09, 2009 2:32 am

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,
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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?
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Re: Conquer National Bank - Updated P25 [D]

Postby ustus on Wed Dec 09, 2009 3:03 pm

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?
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sun Dec 13, 2009 8:29 pm

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.
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Re: Conquer National Bank - Updated P25 [D]

Postby rishaed on Tue Jan 05, 2010 7:57 pm

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. ;)
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Tue Jan 05, 2010 9:25 pm

Good Idea!
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