Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
Hi - anyone have any initial opinions on MapMaker's Mass Transit IV? That is, on the Docking Port map. I haven't played on it yet, but my initial thought is that the right-hand side looks like it has much easier access to gambit than the left-hand side. Also, there are only 3 passageways across the board, and 2 of them are pretty out of the way: the Airlock and the stairs down out to the south side of the ship. That means the Boarding Gantry is likely to be quite a choke-point. Makes me guess that this will end up on the Standard List instead of the Restricted List. Any other guesses?
Neat feature on this map that I haven't seen elsewhere (though I may have overlooked it). There is a spot on the board with two different doors between the same two squares. So, presumably, a character would end their turn there, then at the door check only one door would open. Then at the next door check at the end of the next turn the other door would open. (That's my guess - but I guess that would require a new ruling since I don't think this has been done before.) One of the two doors could be blown open while the other is still Override-closed. Interesting interactions there, but could be somewhat tricky to track.
(It's between the Boarding Gantry and the Common Room if you're looking for it on the map.)
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/4/2009 Posts: 303
|
I believe a "double wide" door is just the representation of an airlock or barrier that could represent an airlock between the main ship and a cargo pod. In skirmish it would be treated just like any other door.
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 818 Location: Wisconsin
|
FlyingArrow wrote:Neat feature on this map that I haven't seen elsewhere (though I may have overlooked it). There is a spot on the board with two different doors between the same two squares. So, presumably, a character would end their turn there, then at the door check only one door would open. Then at the next door check at the end of the next turn the other door would open. (That's my guess - but I guess that would require a new ruling since I don't think this has been done before.) One of the two doors could be blown open while the other is still Override-closed. Interesting interactions there, but could be somewhat tricky to track. In a normal skirmish game, play it as if it were a normal door. But in a fun game or scenario play, you could do it like you describe. Or if role-playing, the way it's drawn gives you some variables as well.
|