[Vacation - valid until Dec 2013] Escape [19/5] Pages 1/9

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Re: Escape [7/5] Pages 1/9

Postby Seamus76 on Tue May 07, 2013 8:55 am

You're becoming a master of conditional borders. =D>

I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.
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Re: Escape [7/5] Pages 1/9

Postby koontz1973 on Tue May 07, 2013 9:36 am

Seamus76 wrote:You're becoming a master of conditional borders. =D>

I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.

Correct, you would never tell that they are the same colour. Added to the list of things to do.
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Re: Escape [7/5] Pages 1/9

Postby EricPhail on Fri May 10, 2013 6:33 am

When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?
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Re: Escape [7/5] Pages 1/9

Postby koontz1973 on Sat May 11, 2013 4:47 am

EricPhail wrote:When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?

Cannot remember. Would you like it back in?
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Re: Escape [7/5] Pages 1/9

Postby EricPhail on Sat May 11, 2013 2:13 pm

To be honest I kind of liked it, and assuming the helipad doesn't count as a room or reception (interesting side note here I'll come back to in a minute) would provide an interesting way to deny someone whos on the helipad the win (they fell to the virus on the pad, last gasp failure etc.) especially in trench games where with only one path to the helipad, once you take the pad you win otherwise.

Side note (re winning and losing conditions)
If the losing condition were kept/return and helipad not considered a room, but reception was the following question must be asked: You take the helipad, your opponent kills all your territories bar reception and helipad, you haven't lost yet as you have a room (reception) however when you start your turn do you:
A. win as you've held the winning condition for a turn
or
B. Lose as reception reverts to neutral meaning you've succumbed to the virus

In other words which happens 1st reversion of killer neutrals, so death, or winning check so you win?


So in conclusion yes I'd like that condition back (with the required proviso that neither reception nor the helipad count as 'rooms' for the purposes of that condition)
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It Re: Escape [7/5] Pages 1/9

Postby mint-murray on Sun May 12, 2013 3:04 pm

If playing Nuclear - It may then have the same affect - as annoying( depends how you look at it) nukes in labyrinth hitting slave position, and eliminating you from game.
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Re: Escape [7/5] Pages 1/9

Postby EricPhail on Sun May 12, 2013 3:35 pm

True, but thats the case with any losing condition and nuclear spoils, and IMO that nuclear spoils can end the game by being odd, is no reason not to make use of the losing condition function.
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Re: Escape [7/5] Pages 1/9

Postby koontz1973 on Sun May 12, 2013 9:40 pm

I agree with Eric on this. The LC will go back in. And unlike Labs of most losing conditions, this one will not be too harsh as most people will be able to keep at least in one room when playing nukes. But it will help eliminations and sweeps of the board.
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Re: Escape [19/5] Pages 1/9

Postby koontz1973 on Sun May 19, 2013 12:41 am

Sorted out all things pointed out.

Back in with the losing condition, secret passage is now stairs via basement.

Click image to enlarge.
image


Need to finalise the starting positions.
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Re: Escape [19/5] Pages 1/9

Postby EricPhail on Sun May 19, 2013 2:35 pm

Looking good, a few things however:
Map of region bonuses says "closits [sic] no bonus" should now read "stairs no bonus"

Assuming the hallways start neutral, what is/will be the neutral value (if they are starting positions: how are you making sure all players start with a fair balance of rooms and halls - given the decay and losing condition?)

not really sure if I can be much help on the starting positions

one other thing I've noticed the area around hallway 20 has a lot of purple (dark blue what colour are you calling that keycard?) doors (might be an idea for the lab 3 or head scientist office doors to be red)

finally: it is possible to be in positions where you won't lose but CAN'T win save by time out: is there any way to avoid leaving freemiums trapped (bar deadbeating) for days in a game they couldn't win even if the other players tried to help them?
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Re: Escape [19/5] Pages 1/9

Postby koontz1973 on Mon May 20, 2013 12:08 am

EricPhail wrote:Map of region bonuses says "closits [sic] no bonus" should now read "stairs no bonus"

Nice spot, will get changed today.
EricPhail wrote:Assuming the hallways start neutral, what is/will be the neutral value (if they are starting positions: how are you making sure all players start with a fair balance of rooms and halls - given the decay and losing condition?)

I had planned on the 3 max starting positions, one in each area. These need to go onto the map. Neutrals for hallways and all other non areas I was thinking of two.
EricPhail wrote:one other thing I've noticed the area around hallway 20 has a lot of purple (dark blue what colour are you calling that keycard?) doors (might be an idea for the lab 3 or head scientist office doors to be red)

I see, the reason it is not red is this. You need all three cards (red,green,blue) to get the yellow card. The reason why those doors are blue is to force any player that thinks holding the labs for a win to come out to get a blue card. I see what you mean though. I will look again at the door colours though more than the cards.
EricPhail wrote:finally: it is possible to be in positions where you won't lose but CAN'T win save by time out: is there any way to avoid leaving freemiums trapped (bar deadbeating) for days in a game they couldn't win even if the other players tried to help them?

It is possible, get trapped behind a door with no way out. And as that is not going to fly with the game play rules, I need to make sure that cannot happen. How about a way for doord to be passable from the inside of a room. So for the test subjects holding room, the card is red and the door is blue. If that was my only region, I am buggered as you stated. So what if I had it that if you are in a room, the door do not need a key? So of like an emergency button on the inside to let you out incase of fire. Better wording needed.
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Re: Escape [19/5] Pages 1/9

Postby Seamus76 on Mon May 20, 2013 6:38 am

Having the doors be open from the inside does solve your problem of getting players trapped. Something simple like, no key card is needed to exit a room. Or if you have room go creative.
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Re: Escape [19/5] Pages 1/9

Postby EricPhail on Mon May 20, 2013 7:41 am

Certain* Doors always open to halls without a key card works (I presume you can code it as a one way assault unless you hold the appropriate key card)

*any door(s) that could otherwise leave a player completely trapped

List of current trapping doors (that I can see) :
Admin 4
Sec 1/Admin 3
Coffee lounge
Head of security office (might be better to just pick 1 rather than both)
Admin 1
Stairs 1 (since stairs 2 has no route to a keycard either)
Weapon
Infirmary 1

Chemical Storage
Test Subject holding cell
Head Scientist office

Actually the entire area around hallway 20 is a trap (needs unlocked passage to a keycard that will allow it to eventually return to the body of the facility)

One final graphical nitpick please remove the unused doorways between Security 2/Hallway 2 ans conference room2/hallway 6
to avoid people thinking those are actually passage
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Re: Escape [19/5] Pages 1/9

Postby koontz1973 on Mon May 20, 2013 9:14 am

EricPhail wrote:One final graphical nitpick please remove the unused doorways between Security 2/Hallway 2 ans conference room2/hallway 6
to avoid people thinking those are actually passage

Remove or add a blood trail (attack route)? Which one would you think is better?
If you look at my maps, I have always been one to favour multiple attack routes. Being an escalating player, the idea of having to choose attack routes appeals to me.
Already fixed the door problem wit them opening from the inside.
EricPhail wrote:Actually the entire area around hallway 20 is a trap (needs unlocked passage to a keycard that will allow it to eventually return to the body of the facility)

This whole area will get more hallway regions. But will see about opening it up some as well. Not to much. I want the scientist area to be really confined and hard to move around in. This is the outbreak point and needs to be contained (my thoughts behind it). Dorm rooms are open whilst offices are the biggest area. Admin for a facility like this is going to be huge (mainly if you are government).
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Re: Escape [19/5] Pages 1/9

Postby EricPhail on Mon May 20, 2013 1:12 pm

Security 2/Hallway 2 could be an attack route if you think thats better

Conference 2/Hallway 6 I'd lose that doorway myself (actually tbh at the moment the coference room doesn't seem to have much purpose really - perhaps a route to hallway 11)


Blood trails are a little confusing for me at the moment
eg Admin 6 does it border Hallway 6? 7? both? or admin 5 and the head of security office as well
also does admin 6 border finance 2 (without needing an intervening hallway)
security 1 and the coffee lounge as above


Finally a simple graphical note there should be a blood trail between Dorm 1 and hallway 13 given that there's a door there
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