Moderator: Cartographers
Hopscotcher wrote:I think a trip back to the basics is important here.
I think we can all agree on a few things:::
1. We don't want to clutter the map with extra terts just for the sake of having the right numbers.
2. starting in the vault goes against the idea of the map "You are a bank robber trying to rob the bank"
Here's my propositions and I really truly apologize if this goes against what I've said beforehand.
Either (A) Starting positions are only Thugs or (B) Starting positions are only civilians.
a.sub wrote:Hopscotcher wrote:I think a trip back to the basics is important here.
I think we can all agree on a few things:::
1. We don't want to clutter the map with extra terts just for the sake of having the right numbers.
2. starting in the vault goes against the idea of the map "You are a bank robber trying to rob the bank"
Here's my propositions and I really truly apologize if this goes against what I've said beforehand.
Either (A) Starting positions are only Thugs or (B) Starting positions are only civilians.
i guess, but then there would be very few starting positions imo, but then again starting near money or in the vault is a terrible idea too.
why dont we make thugs and civilians starting positions? more places to start but no cheap shots?
yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
a.sub wrote:yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
how would that work? have one central area you have to own to attack others from?
natty_dread wrote:a.sub wrote:yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
how would that work? have one central area you have to own to attack others from?
Kinda like PAF in Poland...
natty_dread wrote:a.sub wrote:yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
how would that work? have one central area you have to own to attack others from?
Kinda like PAF in Poland...
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
a.sub wrote:natty_dread wrote:a.sub wrote:yeti_c wrote:Could take a leaf out of Das Schloss's book - and have starting territories that start outside the bank and work in - but are unable to kill each other until the end...
C.
how would that work? have one central area you have to own to attack others from?
Kinda like PAF in Poland...
first off sorry for being slow again, its not intention i promise ... but im completely confused?
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
Hopscotcher wrote:That is all getting very convoluted in my perception.
Drops should be 1 Thug each player. The Rest, Civilians.
The Three Thugs around the Car should be Neutrals no matter what.
This makes everyone pretty much even to start off and you still have to go through alarms to get where you want to go.
Just my oppinion.
ttfn,
Hopper
a.sub wrote:so ur saying, all civilians are staring positions with 3, and thugs (not around the car) are also starting positions with 1?
that would mean player 1 could wipe through everyone else's thugs in round 1
Hopscotcher wrote:a.sub wrote:so ur saying, all civilians are staring positions with 3, and thugs (not around the car) are also starting positions with 1?
that would mean player 1 could wipe through everyone else's thugs in round 1
No. what I mean is.............
Starting positions you get::::::::::::::::
1 Thug
X Civilians (Depends on number of players)
Thugs around the car are undroppable.
Thugs would still start out at 3. Are they still at +1 autodeploy?
a.sub wrote:can we guarentee that everyone gets exactly 1 thug? idk if the current XML system allows for that
can we guarentee that everyone gets exactly 1 thug? idk if the current XML system allows for that
players......ter per......neutrals
8.............3...............0
7.............3...............3
6.............4...............0
5.............4...............4
4.............6...............0
3.............8...............0
2.............12..............0
a.sub wrote:so do we wanna remove 3 civs or make 3 start neitral automatically
i like th latter and was thinking tlane, joe and joy, all starting with 2's
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
Hopscotcher wrote:Making Anthony, Randall and Brian undroppable would make the end game harder. I say either do that or spread them out among the clusters.
Why are we making 3 Neutral?? at 27:::
2 is 9, 3 is 9, 4 is 6, 5 is 5, 6 is 4, 7 is 3 and 8 is 3
Also........... Not to further clog things, but I was watching Public Enemies last night and thought some nods to Bank Robbers like Dillinger and Baby Face might be cool.
I'm totally cool with it the way it is. Figure I just throw that out there.
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