unriggable wrote:First off, this update is SICK. Second of all, the army circles look a bit too cartooney compared to the rest of the map, do you think you can make is a bit darker?
First off, I'm not disagreeing with you. However, gangs tend to like flashy clashing colors. They help distinguish who belongs with who easier, and they throw a bit more of the don't mess with us vibe.
If mibi wants to create an alternate darker version I'd be interested in seeing what seems better, although I like that the playable area stands out from the background art.
To mibi: I had a play test, but not with my usual group, under the assumption guards, rooms, and weapons were neutral 3 and the gas chamber was neutral 6 and everything else was divided up.
There is a tendency here to ignore the middle at first and try to get as many cell blocks as you can, then to finally start attacking the guards to get more cell blocks and using the guards to decrease borders. Once enough of the guards are held by people it became a race for the warden.
Once someone had the warden it was trying to keep the gas chamber away from that person. By this point each player had most of a gang and the player with the warden also had a gang and most of the new fish and was dominating, that person eventually won.
I could see this going another way where nobody ever tries to go for the warden. But usually (I think) when you have a lot of guards and aren't getting anything for it the Warden becomes desirable.
No one ever wanted the hole, and those that were stuck with some of it tended to place a higher priority on weapons. There never seemed to be a reason to take most of the whole until the end when people wanted to complete their gangs or eliminate other players.
Anyway, just some fyi stuff. I didn't mind game play turning out that way. Seems to follow how a riot would go, getting a united group of prisoners first, then going after the guards, and then getting control for yourself.