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Post by Spectrum on Jun 22, 2009 21:18:30 GMT -5
To not crowd the Labyrinth thread, here's my suggestion for our orders for today: Key: Green = new path Red = cut path Red circle = Gate is here today Green circle = Gate order is sent for here (so it will show up two days later) Orange circle = Gate order was sent here yesterday, so it will show up here tomorrow
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Post by Spectrum on Jun 22, 2009 21:49:12 GMT -5
Day 3 plan so you can see where this is going
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Post by Spectrum on Jun 22, 2009 21:59:36 GMT -5
Explanation to help see where this is going further:
Spectrum (7:50:04 PM): is it more clear now? day 2, we should have teams in 8, 12, 14, 18 Spectrum (7:50:36 PM): the geniuses will get info that the exit will be at 21's distance away, they should be able to triangulate properly to get 21 Spectrum (7:51:32 PM): so 8 should go 7/13, 12 should go 17, 18 should go 17, 14 should go 13 Spectrum (7:51:49 PM): then the next day we just shuffle connections, maybe trap some people, maybe just suck some in more Spectrum (7:52:15 PM): just suck them in for a few more days and then seal it off iamtheaznman (7:52:26 PM): Okay iamtheaznman (7:52:31 PM): I get it a little more now iamtheaznman (7:52:58 PM): so the point isnt to get them trapped in the exit column iamtheaznman (7:53:01 PM): but the one next to it Spectrum (7:53:10 PM): well, no, I want them in the exit column iamtheaznman (7:53:16 PM): ... Spectrum (7:53:44 PM): provided they don't just bust through the broken connections we did on Day 1, they should funnel down through 2-->22 column Spectrum (7:53:47 PM): across to 21 Spectrum (7:53:55 PM): and then up 21->1 that direction Spectrum (7:54:34 PM): on Day 6 when we move the exit to 25, we should have a few groups in 16, 21, 22, and 17 Spectrum (7:54:42 PM): we cut all the connections along there and seal them Spectrum (7:54:53 PM): when we reopen those connections, we don't reconnect them back to the main part of the maze Spectrum (7:54:58 PM): this is basically a long term plan Spectrum (7:55:08 PM): since we're forgoing a chance at kills now Spectrum (7:55:14 PM): to try and trap them for good by mid-game iamtheaznman (7:55:16 PM): right iamtheaznman (7:55:19 PM): but iamtheaznman (7:55:50 PM): the exit becomes the new exit on day 3 Spectrum (7:55:54 PM): yes Spectrum (7:56:05 PM): see the orange on 21? that's where the exit will be on day 3 iamtheaznman (7:56:12 PM): right iamtheaznman (7:56:15 PM): so wont there be teams iamtheaznman (7:56:16 PM): at 21 iamtheaznman (7:56:18 PM): by day 3? Spectrum (7:56:18 PM): day 4 exit is 16. day 5 exit is 11. day 6 exit is 6 Spectrum (7:56:25 PM): no...? Spectrum (7:56:31 PM): day 2 they'll be on 12/18 Spectrum (7:56:34 PM): day 3 they'll be on 17 Spectrum (7:56:39 PM): if we assume a single double move, 22 iamtheaznman (7:56:48 PM): ah right iamtheaznman (7:56:52 PM): so it will stay there iamtheaznman (7:56:57 PM): they will move to 22 on day 4 iamtheaznman (7:57:54 PM): okay iamtheaznman (7:57:58 PM): assuming no fast movers iamtheaznman (7:58:02 PM): /burrowing iamtheaznman (7:58:04 PM): this should be fine
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Post by Spectrum on Jun 22, 2009 22:01:17 GMT -5
If we have someone burrow and break the 1-2/6-7/11-12/16-17 line, then we move the exit to 19, 14, or 9 that day and pray/try to cut connections and mold to stall.
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Post by Goblin Kay on Jun 23, 2009 4:09:13 GMT -5
Durrrrrrrrrrrrr.
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Post by iamtheaznman on Jun 23, 2009 7:59:15 GMT -5
So I guess we need to await new prodigy PMs to check if there are others who can make paths besides us. If there is we have to change this plan up a bit, otherwise we can stick with it.
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Post by iamtheaznman on Jun 23, 2009 10:21:21 GMT -5
In case there is someone who can burrow we may need to move the exit to 11 instead of 16, assuming no team stays in 12. If all 7 teams go to 17 then we can try to trap them all and again for kills (with Crazy ones escaping obviously).
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Post by iamtheaznman on Jun 23, 2009 10:42:44 GMT -5
So I was thinking of change the location of the exit to 11 depending on today's movement (assuming no one stays in 12), since if we move it to 16 and a burrower is in 17 then that could be no good. (Plan for the worst, hope for the best). Like so: (Black dots assuming that people are following Blarney's plan) Leaving us with something like this on Day 4: (With no teams marked in as we don't know movement and no premade commands until we figure out what we are doing today, red X marking places we can't place exits. Also I know the drawing sucks, its in paint and im at work sooooooo)
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Post by iamtheaznman on Jun 23, 2009 10:45:54 GMT -5
Another thing we could potentially do is trap all the teams in the 9 squares in the center and move the exit around the 16 squares outside. We can then willy nilly trap teams inside the 9 squares. This could be something worth looking into, esp if burrowing is present (which it probably is).
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ebfan
New Member
Posts: 17
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Post by ebfan on Jun 23, 2009 10:58:08 GMT -5
That's an interesting idea. All that was specified is that the exit has to not be trapped and be accessible by a majority of the map. That would make the exit unreachable by anybody who couldn't burrow while still meeting that requirement. Might be something we want to look into.
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Post by iamtheaznman on Jun 23, 2009 13:34:04 GMT -5
Day 2 Location stuff:
Group Location Movement Post (ad)Venture Split Path G Ca America Obelisk Bowie Fan Club Split Path G Ca Cartographers Crumbling Path G Ca Cosmic Castle Fabulous Five Octagon G Ca Insanity Octagon G Jailbait Crumbling Lookouts Octagon Mongoose Crumbling G Murderbeasts Crumbling Path G Ca Pathfinders Obelisk G Ca S.H.I.T.H.E.E.L. Obelisk G Tentacoo Wape G
CC/Jailbait/Mongoose/Tentacoo don't have locations.
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Post by shadowthomas on Jun 23, 2009 13:51:44 GMT -5
Trapping them in the 9 center squares sounds good. We could also start weeding out the burrowers that way as well.
Mongoose is on the Crumbling Path. Do I have to say what square we're on in the thread or something? I said we went north....
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Post by iamtheaznman on Jun 23, 2009 14:13:18 GMT -5
Also if anyone has time/skills if they could make a nice looking version of our map with labels of the different spaces names and team locations that would be REALLY awesome. Cough Corpse with Illustrator Cough.
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Post by iamtheaznman on Jun 23, 2009 15:09:49 GMT -5
Revised plan for tonight trying the trap them in the middle strategy, assuming nobody stays in 12.
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ebfan
New Member
Posts: 17
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Post by ebfan on Jun 23, 2009 15:21:10 GMT -5
Looks good to me.
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Post by corpsert on Jun 23, 2009 18:45:32 GMT -5
Okay, after supper I'm making a better map.
Sorry about the delay, I had a bit of work to do in the Hills Phalla. =P
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Post by corpsert on Jun 23, 2009 21:05:14 GMT -5
What does the Ca stand for in the group names?
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Post by corpsert on Jun 23, 2009 21:06:42 GMT -5
Er, and the G
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Post by iamtheaznman on Jun 23, 2009 21:53:09 GMT -5
C is it has a cautious member and the G is it has a Genius member
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Post by corpsert on Jun 23, 2009 21:56:02 GMT -5
Here's the Map: Legend: NA - Team America Ins - Team Insanity LCG - Labyrinth Cartographer's Guild Evil - The Evil Murderbeasts Jail - Team Jailbait Fab - The Fabulous Five AP - Ariadne's Pathfinders TTW - Team Tentacoo Wape TM - Team Mongoose DB - The David Bowie Fan Club TV - Team (ad)Venture CC - Cosmic Castle TL - The Lookouts Soc - Society of Haughty Intellectuals Taking up Efforts to Escape the Labyrinth Cosmic Castle and Team Tentacoo Wape not included. Black-ringed teams have goblins. I'll update/fix anything tomorrow.
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Post by iamtheaznman on Jun 23, 2009 21:57:27 GMT -5
Jawesome.
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Post by corpsert on Jun 23, 2009 21:58:08 GMT -5
CC/Jailbait/Mongoose/Tentacoo not included on map.
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Post by iamtheaznman on Jun 23, 2009 23:37:04 GMT -5
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Post by corpsert on Jun 23, 2009 23:42:37 GMT -5
It's 1Am here, I'm going to get some sleep, and update things in the morning, if that's okay.
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Post by iamtheaznman on Jun 23, 2009 23:51:23 GMT -5
Yeah for sure, your maps look 1000x better than mine haha.
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