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koontz1973 wrote:degaston, please do not hope for an xml update for this map to be made with, xml updates come very few and far between each other.
What do you mean you would like to have CB for the notepad? Do you want them and how do you want them?
I am okay with the xml as it stands. I've listed the warrant as a killer neutral out of wishful thinking, but it could easily be changed to a decay of INTMAX, which would work almost as well.koontz1973 wrote:degaston, please do not hope for an xml update for this map to be made with, xml updates come very few and far between each other.
I think it might be better if the special attacks (location, suspect and weapon -> notepad) were able to conditionally bombard the other notepad locations, suspects and weapons, respectively, instead of from one notepad location to another. But it's not a requirement, and I'm not even that sure about this one.koontz1973 wrote:What do you mean you would like to have CB for the notepad? Do you want them and how do you want them?
I'll include this change in my next update.koontz1973 wrote:Please remove the warrant from the killer neutrals.
The idea is that an "officer" can't get a warrant until he has identified a suspect, weapon and location. This is similar to making an accusation in the board game. Other players can take the warrant if they also have a suspect, weapon and location, or they can take away part of the first player's winning condition by bombarding his suspect, weapon or location from a similar territory on the notepad. I thought it would be more interesting if this was done by a conditional bombardment from the special attack locations, but it's not a problem to do it from the notepad territories.koontz1973 wrote:The conditional borders for the warrant, add these for now but I am not sure what the idea is behind this?
Yes, but you have to control the entire room for that conditional assault to be enabled.koontz1973 wrote:A few things to clear up for me please.
I can assault a suspect from the hand symbol in the rooms.
Each hand symbol has a different color which matches a suspect in the interrogation rooms. There are twelve hand symbols on the map, two for each suspect. To aid the colorblind, the hand symbols also point in different directions, like the hands of a clock centered on police station hallway B.koontz1973 wrote:Each suspect has its own hand symbol.
Yes, and the handle may be used as a pointer centered on police station hallway E. There are 14 looking glasses on the map, two for each weapon. You must control the entire room to enable the assaults within that room.koontz1973 wrote:The looking glass assaults the weapon, like the suspect, the same colour.
Yes, if you control the entire room.koontz1973 wrote:And lastly, the ? symbol assaults the notepad region for that room.
Not exactly. To win via the winning condition, you need to:koontz1973 wrote:So to win the game via the winning condition, I need to attack and take:
Suspect 8+1 neutrals, Weapon 6+1 neutrals, location 1 neutral and the warrant 20 neutrals. If this is correct, then you need to go through 36 neutrals and also hold them from 3 different locations. Am I correct in the above?
No. Only police station hallway A (the front door of the police station) attacks the police car. The police car only attacks crime scene hallways A, B, E, K, N, T, W, and X.koontz1973 wrote:The 8 doors from the hallways attack the police car 8 neutrals, that then attacks the police station hallway A. Why would anyone go this way?
The guard is there to put some limitation on travel between the interrogation and evidence rooms. You wouldn't want a suspect to have easy access to all those weapons, would you? It might be interesting to make it so that you have to control the guard to enter the evidence room area, but not to leave?koontz1973 wrote:What is the guard for?
degaston wrote:Total = 51 neutrals + whatever needs to be defeated to control a crime scene room.
koontz1973 wrote:degaston wrote:Total = 51 neutrals + whatever needs to be defeated to control a crime scene room.
So not only do you have a huge amount of neutrals to get through, you need to hold entire rooms to even get to them. So why would anyone even go for the winning condition? I would make this a lot easier to get. Allow the attacks without the condition and lower the neutrals. Imagine going through that much in a flat, nukes, no spoils game. Removing the attacks lets player get to the winning condition faster, lowering the neutral means they can have a go.
How do the hallways attack? Are they all adjacent now to each other?
degaston wrote:It looks like we're coming from different perspectives when it comes to playing these games. I rarely play 1v1 (except for some bot games), and many of my games get into triple digits for the number of rounds. For those games, using 16 troops to get a +3 bonus or 9 for +2 is pretty easy to justify. One of the complaints on the old map, before conditional attacks, was how easy it would be to get the winning condition.
koontz1973 wrote:You have to consider all game types. So a large esc quads game, the neutrals may look small, but a 1v1v1 game where you have no spoils, you have no hope of taking them or holding. When you consider 1v1 is the most played game on the site, you have to take that into consideration.
Armandolas wrote:Didnt analyse it properly, but looks good and fun. Keep up the good work
koontz1973 wrote:OK degaston, here is the idea I alluded to in the transformations thread. Your neutrals are pretty high now but I think you can make them higher if you like this idea...
degaston wrote:I actually think the neutrals are set pretty low right now, and if anything, I'm concerned that the objective may be too easy to get.
degaston wrote: I wish that it could be tested now,
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