koontz1973 wrote:Right now, why would anyone go for it.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.
The winning condition is made up of:
Suspect = 3 neutrals
Weapon = 5 neutrals
Detective = 6 neutrals
"?" I assume is the room icon (not noted anywhere on the map and needs to be) = what ever is on there
notepad = 23 neutrals
A total of 37 neutrals, and that is if you hold all of the correct info on the board.
So why would anyone want to waste troops trying to grab and hold all of that in any game when they can go for the elimination...
I think people will go for it because if you don't, your opponent will, and they will win. I don't understand why you think this has too many neutrals, when Rourke's Drift has an objective that requires you to kill 47 neutrals. Does no one ever bother to go for the objective in that map?
koontz1973 wrote:In flat rate, nukes and no spoils games, you do not get the troop numbers you are hoping for to even go for the WC.
If they take every territory in the crime scene, each player in a 1v1 game could have 34 troops deployed each round. That is almost enough to take the objective by itself, which is why I suspect that, if anything, the neutrals are too low and/or the bonuses are too high. Progressing towards the objective also gives you extra troops, even if you don't control everything, so there's another reason to go for it.
koontz1973 wrote:To get the numbers of troops to go for the winning condition, you need to hold at least 4 rooms for bonuses at which point you are holding nearly half the board (if not half or more depending on the rooms) so why would any player want to deploy troops and attack all of those neutrals? Why would you?
Why do you think you need to hold four rooms? Every room has a link to a suspect and weapon, so you only need one room. As for why, if suspects and weapons auto-deployed 100 troops, would you think they were worth it? (I'll assume the answer is yes.) Obviously, 100 is too many, so that just makes it a question of what the appropriate auto-deploy is to make them attractive, but not dominant. I think the values I have are reasonable, but if play testing proves otherwise, I'll be happy to change them.
koontz1973 wrote:Also, the above requires you hold entire rooms as well. So not only do I need to gain all of the above neutrals, I have to fight for two rooms.
Is it four rooms or two rooms? I think you only need one room, and once you've taken the location on the notepad, and have at least one police station territory, you don't technically need to hold the room anymore.
koontz1973 wrote:You mention that you have auto deploys in the police station:
Suspects = 1
Weapons = 2
Detectives = 3
great for unlimited reinforcement games, but auto deploys are useless after that one setting. Considering you have a 15 neutral at the police car, the auto deploys do nothing to help you gain a stronger footing on the board. All that will happen is they will stay there and grow.
Even with the "no reinforcements" setting, these auto-deploys are anything but useless.
- Each suspect and weapon can be assaulted from two different crime scene rooms, so once you take them, the auto-deploys help with defense.
- The suspect auto-deploy can help you to take a detective, which leads to...
- When you hold a detective, the suspects and weapons assault their matching entries on the notepad.
- The Detective assaults "Book him!", and is bombarded by it as well.
koontz1973 wrote:Get an xml made up and I will send the files for testing. But testing is not going to prove one way or another. That will come in beta.
I'm working on it.