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[Poor Man's Table] Infinity Outpost

If you've got cool scenery to show off, this is the place.
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Re: [Poor Man's Table] Infinity Outpost

by Section9 » November 28th, 2013, 7:47 pm

MARC C wrote:The table worked perfectly. Building density was okay. But you need to put vehicles to block the long line of sights.
I'm very satisfied with the result.

What I like to do is put the street grid on a diagonal to the table. Gives you a very long sightline that lets the sniper rifles and HMGs compete, but should still give ways to avoid shooting into each other's deployment zones.

It also gives you a chance to use building corners for cover a little more often.
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Re: [Poor Man's Table] Infinity Outpost

by Mob of Blondes » November 28th, 2013, 9:02 pm

Section9 wrote:What I like to do is put the street grid on a diagonal to the table. Gives you a very long sightline that lets the sniper rifles and HMGs compete, but should still give ways to avoid shooting into each other's deployment zones.

Code: Select all
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Imagine that is a square... the diagonal street lets you fire from one corner (D4) to the other (A1). In a "just rotated" map, you will get two of those diagonals (fire D1 to A4 too). And many smaller parallels to the two big diagonals. Range increases to 1.4x times (flat distances in official table are always less than 170cm/68inches), but you can still fire from zone (row 1) to zone (row4). And as bonus, anybody moving from one zone to the other will cross the two diagonals. I wonder if it's even worse, at least if the streets have no cover.
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Re: [Poor Man's Table] Infinity Outpost

by Arachas » December 20th, 2013, 11:10 am

So Marc, I'm looking for a cheap(er) way of filling my second table. Your stuff looks like something I could handle.

You've mentioned you've been updating the plans as you go along. Do you happen to have a set of updated plans for the habitats and staircases you've done so far? I would like to start with those.

One question, though: how do you handle the inside of buildings? Can you take the roofs off your buildings or something?

Thanks a bunch!
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Re: [Poor Man's Table] Infinity Outpost

by VisOne » December 20th, 2013, 12:19 pm

Marc mentioned the following over on the official forums.

The ETA for the plans has been pushed back. Budget cuts have resulted in reducing my department to 1 person. Me. I now have to do the work of 2 people...


So he might take a while to get back to the plans mate sorry. :(
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Re: [Poor Man's Table] Infinity Outpost

by Arachas » December 20th, 2013, 1:22 pm

Noooooo!

In that case I might try to copy Bandua's buildings in cardboard. They look simple enough. Only the stairs might give me a headache...
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Re: [Poor Man's Table] Infinity Outpost

by Mob of Blondes » December 20th, 2013, 8:13 pm

Bandua... you mean the ones that are based in DIY models? Closing the circle. ;)

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Re: [Poor Man's Table] Infinity Outpost

by Arachas » December 20th, 2013, 10:29 pm

Oh, that is useful! Thanks man! Any tips at having at this with cardboard? Specific things I need to keep into account? How do I glue it all together?
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Re: [Poor Man's Table] Infinity Outpost

by Mob of Blondes » December 20th, 2013, 10:40 pm

I think this blueprint is for foamcard. White glue should be no problem.

If you want to use cardboard, you will have to recompute everything for the new thickness. Card glues easily with superglue, hold the parts, then apply the glue and it will wick into the joint.
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Re: [Poor Man's Table] Infinity Outpost

by Section9 » December 21st, 2013, 1:03 am

Mob of Blondes wrote:
Section9 wrote:What I like to do is put the street grid on a diagonal to the table. Gives you a very long sightline that lets the sniper rifles and HMGs compete, but should still give ways to avoid shooting into each other's deployment zones.

Code: Select all
1|\   |
2| \  |
3|  \ |
4|   \|
  ABCD

Imagine that is a square... the diagonal street lets you fire from one corner (D4) to the other (A1). In a "just rotated" map, you will get two of those diagonals (fire D1 to A4 too). And many smaller parallels to the two big diagonals. Range increases to 1.4x times (flat distances in official table are always less than 170cm/68inches), but you can still fire from zone (row 1) to zone (row4). And as bonus, anybody moving from one zone to the other will cross the two diagonals. I wonder if it's even worse, at least if the streets have no cover.

And that's the key. Streets get planter boxes, cars, trees, whatever. There may be a small window of long sightline, but I'd like to give snipers and HMGs something to do.
“I'm curious, son. When has 'This might be a trap' ever stopped you?”
“Stopped? Never. Slowed me down while I load the guns? Every time.”
-Schlock Mercenary, 22 July 2013.
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Re: [Poor Man's Table] Infinity Outpost

by Mob of Blondes » December 21st, 2013, 3:16 am

Section9 wrote:And that's the key. Streets get planter boxes, cars, trees, whatever. There may be a small window of long sightline, but I'd like to give snipers and HMGs something to do.

Then non rotated city layout will do too. ;) You put things on the streets, or go with hexagonal layout or other geometric distribution that breaks streets every block, or go with old city layout which the previous idea with extra insanity. Just rotating is not enough, or the brain has a serious problem with "space" and "patterns" that makes it go dumb with such small change.

About the blueprints... found the fucking original thread(s)! The forum conversion around end of 2012 destroyed many links. They are called Magnet Cubes because second version got magnets. And based on them, someone did 3mm versions for laser cutting. We should check sticky threads more. :blush:
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Re: [Poor Man's Table] Infinity Outpost

by Arachas » December 22nd, 2013, 11:27 am

Ugh, so much work. I need to start making some more cash with the business, so I can just shell out on a table full of Bandua or something. ;)

But thanks a bunch for the links!
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