Also, I forget how the gameplay ended up... is there now no way to hold more than one laboratory, or can you attack other labs from somewhere? The national pride research gives bonus for "homeland + matching lab" but if you can only have one lab, it doesn't make ...
-I understand that you don't want to move the TSF's and doomsday device over, but you can still have the vertical pipes connect. If you just look at the left-most vertical pipe, it looks like it goes behind the larger horizontal pipe. Can you make all the pipes do this ...
This map looks a lot better than the last time I saw it. That said, I have to agree with others who suggest it is still very confusing. I've looked long and hard at this map (and skimmed the threads) and am still unclear as to where I can or cannot attack. The connections are chaotic and requires a ...
I've tried to stay out of this sort of back and forth, but I have to speak up in support of the two mapmakers. For those of you questioning the mapmakers dedication/skill/commitment/etc regarding this map, please go back and read through the entire thread. This map has been immensely challenging for ...
Wow, this discussion has certainly picked up of late.
-As TaCktiX and Oliver mentioned, lets wait until beta to make any changes to neutral values. Some of us spent HUGE amounts of time arguing over these values, and beta is really the only thing that can decide it.
degaston wrote:And where else do you suggest I put the Motive?
You could always put the Motive in the legend next to where it says "-> THE MOTIVE". Other maps have used this strategy and it seems to work pretty well.
In the games I've played the home runs have played a large role. Part of the strategy with them is knowing when not to take them (i.e. on your first turn).
I think MrBenn was referring to the fact that the hallways and the Motive take up a lot of space. The hallways could be MUCH skinnier, and by moving the motive somewhere else, you could add a whole extra room.
Holding only clues that reside in the room that you control will not lead you to the real criminal! OR Your clues must reside in a different scene room than the one you control in order to solve the case.
These are pretty good. What about:
Evidence cannot be combined with the rooms in which ...
The problem is that most Conquer Club games involve short spans of dice rolls which exacerbates the streakiness and is very frustrating when one is trying to develop a winning strategy. One solution to this problem is to add the following selection to the Start A Game form:
Sorry I'm late to the discussion... awesome map! The first thing I noticed is that it is confusing that the dinosaurs are mentioned in the map but not incorporated into the gameplay. Just from reading "be careful of the dinos" I expected there to be a -1 auto or something.
Humm, maybe the fact that there are only 2 pages of discussion is the holdup? Although I think most if not all of the comments have been very detailed and thorough. Anyways, I agree this should definitely be in gameplay workshop.
That is what I was thinking of (more or less). I agree with what you said, it makes sense from a gameplay perspective, but might be a bit hard to explain. Hummmm....
Has anyone pointed out that this update (which I really like) can give someone more information in foggy games than they had previously? For an extreme example, say my opponent attacks 100 on 100 with an auto-assault. Lets assume the attacker wins, and I now do not have any territs that border the ...
I like the bricks but the problem is that it is a textured surface, and having a flat image on top of that doesn't work. Maybe this is the type of thing where the only good way to do it is to actually go to a brick wall with some spray paint, draw the map, and take a picture
Has anyone pointed out that this update (which I really like) can give someone more information in foggy games than they had previously? For an extreme example, say my opponent attacks 100 on 100 with an auto-assault. Lets assume the attacker wins, and I now do not have any territs that border the ...
You know, one thing that would help is to change the neutral on the babe back down to 1. If I remember correctly, the reason its 2 is to prevent people from stacking on the pitcher and taking the babe for a card. I know this wouldn't completely solve the problem, but it might help.
I still think the winning condition is stalling the gameplay. Right now there is virtually no incentive to move around in the crime scene, which totally ruins the idea of simulating a Clue game. If I'm playing this game right now, I pick either the Bedroom, Garage or Office (which ever I drop more ...
I'm glad this map is back in business and I think its moving in the right direction. But to be honest, there is something about the ivy that bugs me. For one, the color isn't quite right (just did a google image search for ivy, I think yours has too much blue...). Also, the combination of the ivy ...
I think the point was to have it be part of the bonus for holding the sectors + SP. Also, makes for different gameplay then the norm (as your post attests to). Unfortunately, I still think that +30 is too small for the sectors +SP bonus given all the decays and how hard it is to hold. I would be ...
I think this map has a ton of potential, and is a lot more developed then a lot of first drafts. Here are my initial thoughts.
I think right now the objective is a little too easy. For example, someone who starts with 3 of 4 in the bedroom only needs to take 4 more territories to win. Even if ...