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#1 Re: Main Forum » New players, maps » 2013-06-12 13:26:43

jasonrohrer wrote:

Also... trial and error in a blind maze....  Especially if the maze is well-designed and not full of easily-exploitable flaws.... it's just not interesting to try to figure out how to get through such a maze.

And yes, it's possible to design a very hard house with no switches or wiring.  You can essentially build a combo-lock out of a maze, where you have to walk in exactly the right way to get the dogs placed in the maze to move and get caught on things in exactly the right way.  One wrong step and the dogs get out of whack and get you.  The owner knows the right stepping to get through unscathed.  With blueprints, solving such a thing is still really hard.  Without blueprints, solving it is impossible, in practice.

I'm also a new player (started with v7) and found blueprints, while helping me evaluate a house to rob, also intimidated me from trying to rob anything. I played a lot trying to build my own house but always felt that it was going to get cracked when I saw way more epic houses being cracked.

What I would suggest in terms of design would be to remove the blueprints but add a sliding scale to the house building. The more you have of a specific component (except walls) would increase it's cost exponentially. You tune the factor at which they increase based on their base cost and what kind of behavior you're trying to encourage/discourage (e.g. wire and dogs increases faster). This way a house that specializes into only a few components would be very expensive to build vs a house that offers a maze with different types of traps (which I would argue is more interesting).

Another solution is to have non-reachable squares from the start show up on the blueprint initially. Then only areas discovered/walked by a robber is added to the blueprint (for all to see). The blueprint is reset each time the vault is reached.

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