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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.

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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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