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).
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.
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).
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.
TaCktiX wrote:As someone who's had to deal with big neutrals a LOT in CC games, they're too high.
degaston wrote:TaCktiX wrote:As someone who's had to deal with big neutrals a LOT in CC games, they're too high.
Do you have a suggestion for what you think they should be?
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.
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.
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!
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