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About the conflict between dice and map size

PostPosted: Wed Nov 12, 2008 9:39 pm
by gdeangel
Well, I am reaquaiting myself with an old friend today... Madness 1v1. And now I recall why I don't play it much any more. Because two back-to-back 3-1 loss rolls can cost the game. And this, I dare say, is why the new maps being churned out have the exponential growth type bonuses, so that you can get into the realm of large numbers of attacks to approximate the "real" odds of rolling dice. But, and here's the rub, on a large numbers map, like City Mogul for example, or even the old standby's of AoR:2 and Feudal, they don't play well without a gimick, like fog or freestyle, because the first move (remember, large map, large bonuses) and the drop will have a very significant influence on the outcome of the game pretty much before you even start.

Solve this dilemma, and you can salvage 1v1 on this site.

Re: About the conflict between dice and map size

PostPosted: Wed Nov 12, 2008 10:32 pm
by Cundy
a half bonus for whoever goes 1st on city mogul would solve that maps problems (only applies to seq 1v1)

Re: About the conflict between dice and map size

PostPosted: Thu Nov 13, 2008 3:20 pm
by whitestazn88
its the risk you take playing this game of world domination not affiliated with a game with similar rules made by hasbro...

just stop playing 1v1 if you don't really like it.