Re: Supermax: Prison Riot! [Quenched]
Posted: Mon Dec 22, 2008 1:31 pm
yeti, are we going to see the XML anytime soon?
Conquer Club, a free online multiplayer variation of a popular world domination board game.
https://www.conquerclub.com/forum/
https://www.conquerclub.com/forum/viewtopic.php?f=358&t=21014
Tennisie wrote:Cartographer,
I believe there's a mistake on the Supermax: Prison Riot map. The map instructions say:
Hold the gang leader and... 3 gang members +1
However, in http://www.conquerclub.com/game.php?game=4665429, it seems to require 4 gang members before the +1 bonus is awarded.
Tennisie
Hoots wrote:Wow... looks like alot of effort went into this map. It is very interesting!
Simple question, please dont take it the wrong way.
Is this map worth playing?
I ask because it is very clear that whoever clears gen pop out wins.
Doubles game, play order Green, Yellow, Red, Blue (we are yellow/blue)
R 1 Turn 1, Green (9 bonus) crushes yellow to 6 bonus (completly out of gen pop)
R1 Turn 2, Yellow (6 Bonus) does the most he can against red
R1 Turn 3, Red (11 Bonus) knocks blue down to 1 troop in gen pop
R1 Turn 4, Blue (5 bonus) Doesnt matter...
After 1 round Green/red are looking at 25 bonus (12/13) and we are looking at 11 (6/5) with 1 troop left in gen pop (until yellow clears him on R2, t2)
So, i guess im asking if this is the norm or we just got very unlucky on our first game on this map? id like to take the time to learn it but not if a doubles games is over after R1 more often than not.
Thought or comments?
Thanks
mibi wrote:Ok here are my official change requests
1. The weapons in the yards have been changed to 2 neutrals to four to encourage their use as currently they are not worth the risk.
2. There is a door from guard 602 to guard 002. This is to provide a second exit to the warden/guard area. This will also encourage the use of the hole which is almost never used.
3. Guard 601 has been changed to 2 from 3 to encourage hole usage.
4. Guard 602 has been changed to 3 from 4 to encourage hole usage.
5. The Blade in the gen pop has been reduced from 4 to 3 to encourage earlier use.
6. The gas chamber has been changed from 7 to 5 to encourage use.
7. Guard 501 is reduced to 3 to reduce insulation of the gen pop
regarding neutral bosses.yes it's worth considering. but this would essential give the bosses to certain players. if you are in a cell with a neutral boss then its all yours, your blocked in. if you are in a cell with a boss that is another player, you can either take them out, or be taken out your self. I have seen many situations where a starting boss player will try to shank his cell mate, lose control of the shank and then get shanked and killed by the cell mate on the next turn. cell mate rivavly and dominance is what its all about.
mibi wrote:yeti_c wrote:It's a good point...
Mibi - do you want me to sort the XML out for you?
C.
ys plz.
mibi wrote:I also proposed a door from gen pop to the guard area but they never got around to updating it.
mibi wrote:
I have played in quite a few games where people have thought Gen pop was needed in order to win and they battled it out in there, while another player did damage in the other cell blocks or guard area. Bottom line, if a player gets a great drop in Gen Pop and clears it out quckly, there is not much you can do, though remeber, the bonus for all of gen pop isn't that much if they don't have any other gang leaders.
I also proposed a door from gen pop to the guard area but they never got around to updating it.
Hoots wrote:mibi wrote:
I have played in quite a few games where people have thought Gen pop was needed in order to win and they battled it out in there, while another player did damage in the other cell blocks or guard area. Bottom line, if a player gets a great drop in Gen Pop and clears it out quckly, there is not much you can do, though remeber, the bonus for all of gen pop isn't that much if they don't have any other gang leaders.
I also proposed a door from gen pop to the guard area but they never got around to updating it.
Thanks for the reply Mibi, maybe we just had real bad luck in this one (to be down to 1 single troop in gen pop before blue takes a turn) and need to try a couple more to make judgement.
This game was over at the end of round one where basically green will hold yellow to 3-4 troops and red do the same to blue. Too many neutrals to do anything about it elsewhere and the courtyards will be outnumberd 4 & 5 to 1 with drops from bonuses.
I really hope this was the exception and not the norm. This seems like a very interesting map but you you have to survive past round 1 to be able to use any of the cool features!
I guess all large maps can suffer the same problems from drops and early dice of the first turn. tough thing to program around!
mibi wrote:I currently am in a game 5078356 where I have no armies in the gen pop at all, yet I have the highest bonuses for the first 3 rounds.
Incandenza wrote:mibi wrote:I currently am in a game 5078356 where I have no armies in the gen pop at all, yet I have the highest bonuses for the first 3 rounds.
Yes, there are always exceptions, but the fact remains that one's success at taking gen pop is directly proportional to ther chances of victory, and it wouldn't hurt to balance things out a bit... It would be interesting if, say, all the cellblock guards were 1's instead of 3's, the whole map would be in play that way.
waseemalim wrote:Incandenza wrote:mibi wrote:I currently am in a game 5078356 where I have no armies in the gen pop at all, yet I have the highest bonuses for the first 3 rounds.
Yes, there are always exceptions, but the fact remains that one's success at taking gen pop is directly proportional to ther chances of victory, and it wouldn't hurt to balance things out a bit... It would be interesting if, say, all the cellblock guards were 1's instead of 3's, the whole map would be in play that way.
I have never won 5p+ standard game by holding gen pop first (I also havent seen many wins out of that place, probably because I play esc). In fact, I make a conscious effort to avoid general pop as most of the early fights start there -- I dont even care about maintaining a presence there.
Incandenza wrote:waseemalim wrote:Incandenza wrote:mibi wrote:I currently am in a game 5078356 where I have no armies in the gen pop at all, yet I have the highest bonuses for the first 3 rounds.
Yes, there are always exceptions, but the fact remains that one's success at taking gen pop is directly proportional to ther chances of victory, and it wouldn't hurt to balance things out a bit... It would be interesting if, say, all the cellblock guards were 1's instead of 3's, the whole map would be in play that way.
I have never won 5p+ standard game by holding gen pop first (I also havent seen many wins out of that place, probably because I play esc). In fact, I make a conscious effort to avoid general pop as most of the early fights start there -- I dont even care about maintaining a presence there.
Fair enough. Then I suppose my above assertion should be amended to "in head-to-head games, one's success at taking gen pop is directly proportional to one's chances of victory".
natty_dread wrote:"unite your gang to surive"???
theBastard wrote:I´m playing this map now and I had one problem. played group of spolis and it did nothing, than I deployed 3 troops on guard 301 and it did not give me them.
but I like the system of game.