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Phil Gates wrote:The purpose of round limits is to push the players into being more active, you only have so much time to win, so there are no stalemates.
This was a good thought but the victory conditions cause players (especially in the shorter games) to be unwilling to attack and use up their armies, which are the victory condition. If two people fight, that leads to the others not fighting to gain on players fighting, this rule for at least 20 and 30 round games have had the opposite effect then desired because it discourages fighting. Maybe someone can go out and bring down someone else while the 3rd party sits there and waits hoping to benefit. In the end many people just sit there after getting initially started and not doing anything hoping the other will.
I suggest that the victory be awarded to the person with the most terts and the tie breaker is then the most armies. There is nothing to be gained just sitting there and pilling up armies, you have to go out there and conquer territory, getting a good bonus and sitting on it does nothing for you. Victory goes to the person who can grab and hold the most territory. This will lead to much more hotly contested games.
Phil
patrickaa317 wrote:Phil Gates wrote:The purpose of round limits is to push the players into being more active, you only have so much time to win, so there are no stalemates.
This was a good thought but the victory conditions cause players (especially in the shorter games) to be unwilling to attack and use up their armies, which are the victory condition. If two people fight, that leads to the others not fighting to gain on players fighting, this rule for at least 20 and 30 round games have had the opposite effect then desired because it discourages fighting. Maybe someone can go out and bring down someone else while the 3rd party sits there and waits hoping to benefit. In the end many people just sit there after getting initially started and not doing anything hoping the other will.
I suggest that the victory be awarded to the person with the most terts and the tie breaker is then the most armies. There is nothing to be gained just sitting there and pilling up armies, you have to go out there and conquer territory, getting a good bonus and sitting on it does nothing for you. Victory goes to the person who can grab and hold the most territory. This will lead to much more hotly contested games.
Phil
I like this thought but then picture the player at the end busting around a stack and having 30 territs with 40 guys and beats a giant stack who only had 29 territories and 150 armies.
stahrgazer wrote:patrickaa317 wrote:Phil Gates wrote:The purpose of round limits is to push the players into being more active, you only have so much time to win, so there are no stalemates.
This was a good thought but the victory conditions cause players (especially in the shorter games) to be unwilling to attack and use up their armies, which are the victory condition. If two people fight, that leads to the others not fighting to gain on players fighting, this rule for at least 20 and 30 round games have had the opposite effect then desired because it discourages fighting. Maybe someone can go out and bring down someone else while the 3rd party sits there and waits hoping to benefit. In the end many people just sit there after getting initially started and not doing anything hoping the other will.
I suggest that the victory be awarded to the person with the most terts and the tie breaker is then the most armies. There is nothing to be gained just sitting there and pilling up armies, you have to go out there and conquer territory, getting a good bonus and sitting on it does nothing for you. Victory goes to the person who can grab and hold the most territory. This will lead to much more hotly contested games.
Phil
I like this thought but then picture the player at the end busting around a stack and having 30 territs with 40 guys and beats a giant stack who only had 29 territories and 150 armies.
Then I'd guess the guy with 150 armies should've assaulted instead of stacked, which is supposed to be the point of the round limit play and this proposed change to the victory condition would, indeed, encourage him to have assaulted first rather than stacking to 150 armies.
jimboy wrote:If this suggestion is pushed through then the next problem will be that the person who gets the last turn will have an unfair advantage. My reasoning here being that the guy that knows he has the last turn can just sit and wait and then when its the last turn of the last round he can attack as many meaningless territories as possible and win the game as soon as the next guy starts his turn. Its a good idea in theory but in my opinion it is flawed because of an unfair advantage it will create
codierose wrote:jimboy wrote:If this suggestion is pushed through then the next problem will be that the person who gets the last turn will have an unfair advantage. My reasoning here being that the guy that knows he has the last turn can just sit and wait and then when its the last turn of the last round he can attack as many meaningless territories as possible and win the game as soon as the next guy starts his turn. Its a good idea in theory but in my opinion it is flawed because of an unfair advantage it will create
Agree. no change for me
Phil Gates wrote:yeah I didn't think of that, but yes waiting to the end to try and take as many cheap terts as possible causes more problems, but these should bring more interesting approaches to the game to prevent this.
another possibility is score both men and terts and adding the scores together. Say you have 100 men and 20 terts, the total men at the end of the game is 500 the total terts are 60. So you have 20% of the men and 33.3% of the terts so your score would be 20 + 33.3 for 53.3. The highest combined score wins? The total scores add to 200, This would allow for more strategic approach to this game.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
JamesKer1 wrote:Maybe some formula to mix in all of the possible conditions?
IE Successful Bombardments (x1) + Successful Attacks (x2) + Troops Due + 1/2 Armies + 1/3 Territories - Turn Order (x5)
That would be an awful formula, but I'm sure there is something better that could be made. Could also implement something for attacks in different rounds being worth so much.
BoB should also be able to do the math on this quick and tell you at that moment who the win would go to
Seulessliathan wrote:Suggestion is worse than the actual rule, reasons were already mentioned.
If you like diplomacy games, make it 100 rounds. Then you should have 80+ rounds of normal play, should be sufficient. If you want longer games, switch it off. Or play the board game diplomacy.
No change for me.
Seulessliathan wrote:Suggestion is worse than the actual rule, reasons were already mentioned.
If you like diplomacy games, make it 100 rounds. Then you should have 80+ rounds of normal play, should be sufficient. If you want longer games, switch it off. Or play the board game diplomacy.
No change for me.
blakebowling wrote:I agree that the round limit victory condition could be improved, however I don't think that changing the priority (amount of regions first, amount of troops second) is balanced.
I am interested in seeing some community developed alternatives for this though. One I thought of was to somehow have it based off of success in battle (maybe most enemy troops killed, maybe effectiveness (enemy troops killed / friendly troops lost), or maybe even a combination of the both.
DoomYoshi wrote:Seulessliathan wrote:Suggestion is worse than the actual rule, reasons were already mentioned.
If you like diplomacy games, make it 100 rounds. Then you should have 80+ rounds of normal play, should be sufficient. If you want longer games, switch it off. Or play the board game diplomacy.
No change for me.
I think you are missing the point. Let's say we are playing a non-round limit game and it would normally take 214 rounds to finish (like Conquer Rome, even on Escalating). By setting the round limit at 50, we should just play as if that 214 rounder is in progress, except it takes a snapshot at round 50. The problem is that after round 20, players start stacking... which let's say they didn't do in the 214 rounder. They are 2 entirely different games.
My point is that if you were to take the round limit game and the normal game and view their logs - the turn 50 log should be identical. This isn't what happens.
Round limits were supposed to make games shorter. Instead, they made them drag on.
Seulessliathan wrote:DoomYoshi wrote:Seulessliathan wrote:Suggestion is worse than the actual rule, reasons were already mentioned.
If you like diplomacy games, make it 100 rounds. Then you should have 80+ rounds of normal play, should be sufficient. If you want longer games, switch it off. Or play the board game diplomacy.
No change for me.
I think you are missing the point. Let's say we are playing a non-round limit game and it would normally take 214 rounds to finish (like Conquer Rome, even on Escalating). By setting the round limit at 50, we should just play as if that 214 rounder is in progress, except it takes a snapshot at round 50. The problem is that after round 20, players start stacking... which let's say they didn't do in the 214 rounder. They are 2 entirely different games.
My point is that if you were to take the round limit game and the normal game and view their logs - the turn 50 log should be identical. This isn't what happens.
Round limits were supposed to make games shorter. Instead, they made them drag on.
And you seem to ignore the fact that round limit is not only for standard games.
Once i played a team game against Kaskavel and mc05025 Game 11328764
These guys noticed the flaw in round limit rule, which was that player with most units win, not team with most units. So one of them missed his turns on purpose, planing to deadbeat, so his teammate would get all the units and his team wins. If a player who misses turn 18 on a round limit 20 game takes his turns in other games and posts in forum, that looks suspicious of course, and so we reported him. Mods forced him to play his turns then.
I don´t want to get back to such situations again, and it would be similar with the suggested change. A team could stack the player who plays last, having a great advantage.
And no, i like trench, but i don´t want to be forced to play trench just because the round limit rule is unfair without trench.
Maybe in a Conquer Rome standard game your suggestion works better. But i am pretty sure that for more than 70% of all games your suggestion isn´t any better, often worse. There are always some situations where another rule might work better. But we probably won´t have several different round limit rules. If you want to keep the old rule AND want to add the new one, that´s fine with me. But, if we only have one rule, then it should work well for the majority of games. And for team games, it´s definetly worse in most games.
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