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[Abandoned] - Conquer National Bank

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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Sun Feb 21, 2010 10:01 pm

a.sub wrote:made the red lighter, even though thats not gameplay lol
it makes a small difference but does help a little imo
oh and i didnt update the official version on the first page because idk if the red is right
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I like this color much better
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sun Feb 21, 2010 11:17 pm

natty_dread wrote:I've been wanting to ask this for a while, but didn't because the answer probably is in the thread... however I'm too lazy to browse the whole thread through... so... why is that one alarm named "Major Major Major Major"? seems a bit repeatative to me...

catch 22?



Hopscotcher wrote:
a.sub wrote:made the red lighter, even though thats not gameplay lol
it makes a small difference but does help a little imo
oh and i didnt update the official version on the first page because idk if the red is right
show


I like this color much better

awesome, if there are no objections i may make it final
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Sun Feb 21, 2010 11:39 pm

I agree that it should be the lighter red.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 22, 2010 12:33 am

lzrman wrote:I agree that it should be the lighter red.

3-0
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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Mon Feb 22, 2010 8:12 am

a.sub wrote:catch 22?


sorry, haven't seen it... :oops:
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 22, 2010 8:10 pm

natty_dread wrote:
a.sub wrote:catch 22?


sorry, haven't seen it... :oops:



seen? tis a book! kids these days!!!
lol jk
i read it for lit last year, but i loved that book
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Mon Feb 22, 2010 8:56 pm

a.sub wrote:
natty_dread wrote:
a.sub wrote:catch 22?


sorry, haven't seen it... :oops:



seen? tis a book! kids these days!!!
lol jk
i read it for lit last year, but i loved that book


An amazing read!

I suggest Shogun if you are up to the challenge! It's a doorstop, but definitely worth opening!
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 22, 2010 11:47 pm

just a look at he first version for shits and giggles lol
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Tue Feb 23, 2010 1:27 am

wtf :P we don't need to see the first image :O
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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Tue Feb 23, 2010 5:48 am

a.sub wrote:kids these days!!!


He says, to someone 10 years older than him... :lol:

I'm sorry, I was kinda trying to remember if it was a book or a movie, but couldn't so I decided to guess for movie, since so few people read books these days... when you get to my age you'll have memory problems too! ;)
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Wed Feb 24, 2010 1:11 am

natty_dread wrote:
a.sub wrote:kids these days!!!


He says, to someone 10 years older than him... :lol:

I'm sorry, I was kinda trying to remember if it was a book or a movie, but couldn't so I decided to guess for movie, since so few people read books these days... when you get to my age you'll have memory problems too! ;)


haha i live for the irony of that lol
actually it may be both
*google*
indeed it is, so looks like i wasnt totally right ... damn!


so when is the next periodic review for this?
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Re: Conquer National Bank - Updated P25 [D]

Postby iancanton on Thu Feb 25, 2010 3:42 am

a.sub wrote:
natty_dread wrote:why is that one alarm named "Major Major Major Major"? seems a bit repeatative to me...

catch 22?

please change the name to avoid copyright issues. inspector inspector inspector (or something similar) doesn't seem to have the same ring to it though.

iancanton wrote:
a.sub wrote:made the Mo change

swap the names? sonny sounds like a gangster-type name.


iancanton wrote:
a.sub wrote:spell sheriff and getaway properly :oops:

still to be done, along with backup!

http://www.chambersharrap.co.uk/chamber ... title=21st


i like the latest version, updated on 21 february with single neutrals inside the vault, a lot. if no-one spots any gameplay flaws in the next day or two, then we'll stamp it and move u to the graphics workshop. by the way, can u number each version, so that we can refer to it more easily?

ian. :)
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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Thu Feb 25, 2010 4:19 am

Would copyright infringment be avoided if it was called just "Major Major"?
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Re: Conquer National Bank - Updated P25 [D]

Postby Gillipig on Thu Feb 25, 2010 9:59 am

I don't like it! I wouldn't wanna play it and that's how I know I don't like it. It's not the theme or anything but the bonuses! 2 per thug is too much for just 1 territ and the lack of other bonuses bug me. The map doesn't allow many strategies and I would strongly suggest some other bonus except holding thugs! Winning through holding the get away car and 5 stashes is too hard as well. Everyone's gonna want to control the area around the get away car since the bonuses there are massive. And holding the stashes for a long time is very hard as well. May I suggest holding 4 stashes along with the get away car in order to win... And give bonuses for holding rooms and lower the thug bonus to 1 per thug and maybe even transform some of the territs with regular forenames into witnesses and make a bonus for holding witnesses. When I think of it you could change the game plan to something similar to a swedish board game called "Tjuv och Polis" (translated to "Thief and Polis" in english) where you can win playing as a thief or as the polis. May I suggest that you rewrite the gameplan so that holding maybe 5 alarms and a couple of wittnesses is also a way to win the game.
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Thu Feb 25, 2010 6:17 pm

Gillipig has a good point about a second strategy to win with 5 alarms and a witness :O!
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Re: Conquer National Bank - Updated P25 [D]

Postby rishaed on Thu Feb 25, 2010 6:21 pm

lzrman wrote:Gillipig has a good point about a second strategy to win with 5 alarms and a witness :O!

it would be onesided if not but keep the negatives there just add the objective. The reason behind it would be that the cops are stalling for time and the robbers have the element of surprise behind them.
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Fri Feb 26, 2010 1:39 am

Gillipig wrote:I don't like it! I wouldn't wanna play it and that's how I know I don't like it. It's not the theme or anything but the bonuses! 2 per thug is too much for just 1 territ and the lack of other bonuses bug me. The map doesn't allow many strategies and I would strongly suggest some other bonus except holding thugs! Winning through holding the get away car and 5 stashes is too hard as well. Everyone's gonna want to control the area around the get away car since the bonuses there are massive. And holding the stashes for a long time is very hard as well. May I suggest holding 4 stashes along with the get away car in order to win... And give bonuses for holding rooms and lower the thug bonus to 1 per thug and maybe even transform some of the territs with regular forenames into witnesses and make a bonus for holding witnesses. When I think of it you could change the game plan to something similar to a swedish board game called "Tjuv och Polis" (translated to "Thief and Polis" in english) where you can win playing as a thief or as the polis. May I suggest that you rewrite the gameplan so that holding maybe 5 alarms and a couple of wittnesses is also a way to win the game.


OK........... Here is what you are missing...........

2 per thug, but -1 for alarms, so to move around the board you are looking at +1s really, plus you are trying to hose your opponents by taking their thugs, but leaving them with only alarms.

There is a lot of gameplay in this map and i really like the lack of territorial bonusses. It's something really really different and I applaud it.

Sure, everyone will want certain areas, but it's going to be hard as heck to get them.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Fri Feb 26, 2010 2:54 am

+3 per 2 thugs?
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Re: Conquer National Bank - Updated P25 [D]

Postby Gillipig on Fri Feb 26, 2010 3:44 am

Hopscotcher wrote:
OK........... Here is what you are missing...........

2 per thug, but -1 for alarms, so to move around the board you are looking at +1s really, plus you are trying to hose your opponents by taking their thugs, but leaving them with only alarms.

Nope I didn't miss that, creating 1 or 2 more ways to earn bonuses would deal with that problem!
Hopscotcher wrote:There is a lot of gameplay in this map and i really like the lack of territorial bonusses. It's something really really different and I applaud it.

Adding territitorial bonuses would only give players more options when they build up their strategy! (unless you make the bonuses too big)

Hopscotcher wrote:Sure, everyone will want certain areas, but it's going to be hard as heck to get them.

That's exactly my point! Holding the get away car (and to get there you will need to grab the thugs around it as well) will be hard enough alone, to also hold 5 areas which decreases every round and are scattered across the map makes it a feat almost impsossible to pull off!
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Sat Feb 27, 2010 12:06 am

Gillipig wrote:
Hopscotcher wrote:
OK........... Here is what you are missing...........

2 per thug, but -1 for alarms, so to move around the board you are looking at +1s really, plus you are trying to hose your opponents by taking their thugs, but leaving them with only alarms.

Nope I didn't miss that, creating 1 or 2 more ways to earn bonuses would deal with that problem!


I don't see this as a problem at all. Consider Arms Race. Very simple bonus program, but very intricate game play. Much like this. USApocolypse has a similar idea as well.

Hopscotcher wrote:There is a lot of gameplay in this map and i really like the lack of territorial bonusses. It's something really really different and I applaud it.

Gillipig wrote:Adding territitorial bonuses would only give players more options when they build up their strategy! (unless you make the bonuses too big)


Adding territorial bonusses completely destroys the idea of this map. It's not about WHAT you own, its about WHO you own.

Hopscotcher wrote:Sure, everyone will want certain areas, but it's going to be hard as heck to get them.


Gillipig wrote:That's exactly my point! Holding the get away car (and to get there you will need to grab the thugs around it as well) will be hard enough alone, to also hold 5 areas which decreases every round and are scattered across the map makes it a feat almost impsossible to pull off!


Kinda like pretty much any other Win conditions?????????????
I.e. Third Crusade, Das Shloss, Feudal, Europe 1914, etc. etc. etc.

I thought we were just waiting on a Stamp? Not even my map, but true, yes?
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Feb 27, 2010 12:24 am

i agree with hops on this one, the complaints from gillipig are against what the map is about, although i do appreciate you helping :)
however one point i am on the level with gillipig is the goal shouldnt be too hard to get, so maybe another vote is needed? what will be

A) enough to prevent an easy win
B) easy enough to prevent it from being impossible
C) made so that no position has a major advantage.

i personally say 3 so they can either go for the vault or the ones out of the vault, since trying a bit of both would be stupid
any other opinions?
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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Sat Feb 27, 2010 7:03 am

I think 3 would be good, yes. It's just a matter of coding it in the XML... I'm afraid it will make the XML largeish...

You see, objectives cannot be continents, so each objective needs to be coded individually. So let's say you want the objective to be 3 out of 6 stashes... Then you need to code all possible combinations of 3 into the XML.

How many combinations is that btw? I'm trying to calculate it...

1 2 3
1 2 4
1 2 5
1 2 6
1 3 4
1 3 5
1 3 6
1 4 5
1 4 6
1 5 6
2 3 4
2 3 5
2 3 6
2 4 5
2 4 6
2 5 6
3 4 5
3 4 6
3 5 6
4 5 6

... ok, you'll need to code 20 different objectives into the XML. Well, it's not so bad, but still it might make the map run a bit slow for BOB users.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Feb 27, 2010 4:28 pm

lol math my friend works well
(6*5*4)/(3!)=20
:lol: :lol: bit faster than counting
and i dont think that would be too bad for BOB users, and lets not forget we shouldnt bypass a good gameplay idea for >10% of the community that is using a script that isnt technically part of the site
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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Sat Feb 27, 2010 4:32 pm

Quite true. Go with it, if the XML proves to be too heavy we'll figure something out.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Feb 27, 2010 5:23 pm

i made all the edits including spelling
if we can all agree ill update the pic on the first post :)
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