Hi all. I, like many others, enjoy the challenge of 1v1, but have found that once you reach or exceed 1750 or so points, it becomes very draining on rank. Sure, we should all be here to play the game and not worry about rank, but there are a fair few players that do avoid 1v1 due to the effect it has on rank. I am endeavouring to create a series of 1v1 maps to address the problems of 1v1 games, and increase the interest in 1v1. In order to create good 1v1 maps that will be played and enjoyed, I need to canvas the community as to the problems individuals have encountered in 1v1.
Below are issues that I have identified, though as community suggestions come in, I will add them in. Feel free to suggest or point out something that has already been mentioned, as I will also keep a tally of what problem areas are identified most commonly:
The numbers in brackets are the number of times this has been raised, or words to the effect have been raised as an issue - for my record keeping, so I can identify the most common issues
Issues with 1v1 games
- Game Setup (Sequential) - Player going first can reduce their opponents territory count, leading to instant advantage (4)
- Game Setup (Sequential) - Player going first gets any continent bonuses instantly (4)
- Game Setup (Spoils) - Flat Rate games can become imbalanced due to one player getting 2 x 8-10 and the other getting 2 x 4-6 cash-ins (1)
- Game Setup (Reinforcements) - Unlimited and Chained games are heavily reliant on where the neutral player drops at game commencement
- Cartography (Gameplay) - Maps with specifically 36-41 / 45-50 / 54+ territories can become imbalanced as each player starts on the cusp of bonus armies from territories (2)
- Cartography (Gameplay) - Maps with chokepoints can become quickly imbalanced from neutrals dropping in chokepoints (eg - Mt Gambier / Adelaide on Australia map) (2)
- Cartography (Gameplay) - Specially designed gameplay for a map can go out the window on certain drops
- Cartography (Gameplay) - Maps with high amounts of chained provinces and chokepoints can reduce the amount of attacking options, bringing games down to a dice battle rather than a strategic battle
- Cartography (Gameplay) - Map complexity can ensure that the experienced player has next to no opposition (ie - farming) (1)
- Playing (Drop) - Certain drops can all but ensure that one player will win, barring exceptionally aberrant dice from both players (4)
- Playing (Knowledge) - Particular player-skill in a map may not translate well or at all from team games to 1v1
- Playing (Luck) - Two or three rounds of particularly good / bad dice can decide a game, especially early on (3)