FabledIntegral
you give a very convincing argument bout ESC games being a game of strategy while flat and no cards are devoid or at least of it
your points are partly valid
however, that's from your point of view
i'd like to affirm/disprove some of your points
first i'd like to give a small background on me so you know where im coming from
i have a not-so-good connection
i like playing big maps w/ no card and fog options
i rarely play teamgames
i've given up playing escalating games long ago because for me, it's more about luck than strategy
i personally love long drawn-out battles on big maps to really show who has the mettle in both strategy and diplomacy.
options for lots of players and:
1) seq, whoever gets the cards at the right time most usually wins
2) freestyle, also the cards that give huge advantage (when you can get 2 consecutive sets), plus timing
3) freestyle speed, see below
for low # of players, it's not bad
if i were like you that makes a killing using the escalating freestyle speed game as you, scott-land and a few others do, i would encourage ppl to do escalating games. My apologies to Scott-Land for making him an example as i have not played FabledIntegral on the said game format.
unfortunately, it's more about speed and less bout strategy. There is a certain strategy involved and you have explained it quite well. basically, that's it. then there's the speed part. i've played a few games w/ scott-land and others. and they basically make their move on the last 5 seconds of the game or less. Or race to get a kill. Us mere mortals on slow connections cant actually compete regardless of our good strategy and positioning
for non-speed escalating types, after the strategy you mentioned, it's just about the luck of the cards and rolls afterwards. and also your online time if it's freestyle
most of your arguments are applicable but too generalized that it does not apply to all maps/gametypes or too narrow but gives the impression of a general conclusion
FabledIntegral wrote:4. Flat Rate is the least strategy type in the entire game. In a 1v1 (on smaller maps), whoever gets the first mixed set will almost always win, assuming the other person does not also get one. It makes it *so* dependent on luck and so devoid of strategy I have stopped playing flat rate games in one player.
you basically tried to shoot down the FlatRate game option w/ this statement
true for the most parton 1v1s. Larger maps have a slightly lesser chance of this.
you also did not argue for game types other than the 1v1 scenario. more players make flatrate games more challenging strategically.
FabledIntegral wrote:1. No card games are more dependent on dice + drop than escalating game, which is significantly more dependent on strategy. Sure you can get screwed by having two countries in Oceania, and 3 in Africa, but you can still reposition yourself (will go over it in the next point).
again this is generalization
no card games and escalating have completely different strategies. mostly opposite strategies actually.
true that good drops are better for no cards but as for the dice, always depends on the map and number of players on the map. most ppl rely on strategy rather than lucky drops
FabledIntegral wrote:6. Going on after point #1, no card games, if played by higher ranks, will generally end in stalemates, because they are smart and don't make retarded moves. However at low ranks, players are so stupid and don't see the bigger picture they just attack who's next to them. I typically get caught in this crossfire. And considering if I play 8 player games with low ranks (who often suicide higher ranks because they fear strategy, not kidding, I've had it happen, people in chat say "sorry I just get nervous around high ranks so I try to target them first"), if I win 3/8 of my 8 player freestyle games I'll probably just break even points wise (I lose about 60 points vs a cook, gain 5), and that's still beating the odds (as you should obviously win 1/8 of your freestyle games statistically).
1st point: no card games and also flatrate games do end in stalemates if played by high ranked players. more than half the time
2nd point: i play 8 player games w/ varied ranked players. suiciding occurs very seldom but they do occur. does not mean that they will happen often as you are implying w/ the line "(who often suicide higher ranks because they fear strategy, not kidding, I've had it happen, people in chat say "sorry I just get nervous around high ranks so I try to target them first")"
FabledIntegral wrote:8. Fog of War games is simply a mode that adds luck to the game, and log analyzing, not something I'm fond of. You have to continually look at the log and compare it to the map to be able to predict where they will be, about how many armies they will have had to kill to get to that location, and their strength. Not worth my time.
Fog was introduced to encourage thinking, strategy, and realism to the game. you think military commanders (especially in WW2) have all the facts of the battlefield on their hands everytime? This part of your post just tells us that escalating games dont really need much thinking.
FabledIntegral wrote:I also never said sequential is primarily based on luck, I said it's MORE luck orientated than freestyle. Neither are luck based, once again, you lose on both fronts, congrats.
again this is a broad statement. sequential is more fully luck based on small maps like google earth but not luck based on maps like the regular sized ones. unless you're playing 1v1 of course