Moderator: Cartographers
I understood that you were talking about the police station hallways. They also have a -1 decay to discourage loitering. And because every suspect and weapon is attacked from two different locations in the crime scene, blocking the hallway will not, by itself, protect a group of evidence or interrogation rooms. For example, if someone controls the the Chainsaw and Pickaxe rooms, then they may decide that it is worth losing 1 army per round to protect the "back entrance" to both rooms by placing a lot of troops on hallway 'S'. But I don't think that blocking the hallway like this would have a significant effect on the rest of the game.TaCktiX wrote:Points made, Mr. degaston. However, you misunderstood my use of main hallway to be the crime scene, instead of the police station (an unnoted hallway, but a hallway nonetheless).
I agree that a flat bonus structure would be easier to explain, and I originally had a bonus of 2 for each Evidence room and 3 for each Interrogation room. Then someone else suggested changing it to an escalating bonus, and I kind of liked having the ability to tweak the values to reward the extra effort needed to control more than one room. If the reward is too small, then there's not much point in trying for more once you have the ones you need for the winning objective. An escalating reward gives more of an incentive to control multiple rooms, and at the same time makes it more necessary for opponents to break someone who does control several rooms. I think this would lead to more "action" during the game and make it more interesting.TaCktiX wrote:And I do agree with your viewpoint on the bonuses, so how about this? Since getting more than one is very difficult and less likely, why not a flat bonus per suspect or weapon, instead of a stacking one? That would A: be easier to explain, and B: avoid spiraling-out-of-reach problems entirely. Keep in mind that each room is attackable from more than one direction.
MrBenn wrote:... we recommend working out the gameplay before producing a polished map image... You've shown that you have a good eye for the graphical detail, so put that to one side for now, until the gameplay is sorted out. Instead of the fancy graphics, work on a slightly more basic schematic until the rest is sorted.

I completely agree, in fact I would go so far to say that even if the poll indicated doing the first two options, I would resist the temptation unless strong reasons were given in their support.koontz1973 wrote:degaston, very glad to see this is still in the works. Not had any visual update for a while but lets hope you get the feed back you wanted. You know my views (all good) but I think it would be easier for me to say which ones I did not vote for.
Give the players a single protected starting position so that it’s more like the board game. (This will cause you no end of grief with gameplay).
Add another territory to each Interrogation room. (No need).
I like the legend theme. I’m smart and can figure things out as long as the information is there. (even though I like it and understand it, not everyone on the site has an IQ over 50).![]()
Things look pretty good the way they are. (If this was true, you would not of started the thread).
Thanks for the comments. I'm continuing to work on the testing program right now, and I'll work on fixing the legend and adjusting bonuses and neutrals after that's done.MarshalNey wrote:... Personally I'd like to see the neutral values on The Motive lowered as there already is a neutral 8 barrier before it. In fact, with such a high decay (which isn't easy to decipher in the legend wording btw) there hardly seems any need, as holding The Motive will be difficult in any case.
Do you have a suggestion for what you think they should be?TaCktiX wrote:As someone who's had to deal with big neutrals a LOT in CC games, they're too high.
Just make sure that the neutrals won't be so big no one attempts to take them but rather just piles up and try to go for a sweep of their opponent!degaston wrote:Do you have a suggestion for what you think they should be?TaCktiX wrote:As someone who's had to deal with big neutrals a LOT in CC games, they're too high.
I can lower them, but I thought that these values were comparable to something like Das Schloss. I expect that a typical progression through the map would be from the Crime Scene to Weapons/Evidence, then Suspects/Interrogation and finally The Motive. At each stage, a player would presumably be getting a larger bonus, so having to defeat more neutrals would make sense.
That said, I don't think that the difference between 6 neutrals on a weapon and 8 on a suspect is so great that it would preclude someone from going after a suspect before a weapon if they wanted to play it that way. My hope is that the combination of higher neutrals and a larger bonus for the Interrogation rooms will balance out the risk/reward equation for the two types of rooms, and avoid there being only one "correct" strategy.
I'll keep this in mind once I'm able to test the gameplay, but it doesn't seem to me that 4/6/9 is going to change the game that much compared to 6/8/12. And these aren't remotely close to the 60 killer neutrals on the Hubscraubers or the 75 on Sanctuary. The 10's on the luggers are closer, but all of the bonuses in that map are just 1's, so I don't think that's really a valid comparison either.TaCktiX wrote:I'd prefer 4/6/9 weapons/suspects/motive. Big neutrals have almost always caused people to just ignore the element. Examples being the Sanctuary in AoR 2, the existence of the Hubscraubers in all but escalating in Das Schloss, and the luggers in Treasures of Galapagos.
I don't think any map setup can prevent this from being a possibility, but if the other players allow this to happen by fighting against each other too much or expanding too quickly, then that's their fault. The bonuses should offset the cost of killing these neutrals after a few rounds, and players need to be aware if someone has been hiding in a corner, building an army without getting into any conflicts.Gillipig wrote:Just make sure that the neutrals won't be so big no one attempts to take them but rather just piles up and try to go for a sweep of their opponent!
I had permission to go supersize from Industrial Helix when I was working on this before. Is that no longer in effect?isaiah40 wrote:A couple of things:
1. You need to reduce the size of the map to the standard size of 840x800 for the large.
Correct. If isaiah is already calling for a reduction, you will need to do it. Worst comes to the worst, we can always give you some extra room later on.degaston wrote:I had permission to go supersize from Industrial Helix when I was working on this before. Is that no longer in effect?
http://www.conquerclub.com/forum/viewto ... e#p3234426

Industrial Helix did not have the ability to give permission to go super-size at that time. Only the foundry foreman has the ability, or who anyone else he gives the ability to. So right now the map needs to be at the standard size for the large. If it is deemed absolutely necessary to go super-size the Foundry Foreman (thenobodies80) will be able to to do it for you.degaston wrote:I had permission to go super-size from Industrial Helix when I was working on this before. Is that no longer in effect?isaiah40 wrote:A couple of things:
1. You need to reduce the size of the map to the standard size of 840x800 for the large.
http://www.conquerclub.com/forum/viewto ... e#p3234426

If I'm right you can restrict those game types as well.degaston wrote:As it stands, I think that any game conditions would work for this map. I could still consider the possibility of making it a conquest style map where someone must solve the case (get the winning objective) to win, but that would kind of spoil the game for nuclear spoils, and in terminator and assassin modes.
It looks like that's possible, but I would prefer to make the game playable with all the different modes rather than restrict it to just a few. The problem with nuclear spoils could be solved if there was a way to remove some cards from the spoils.isaiah40 wrote:...If I'm right you can restrict those game types as well.