koontz1973 wrote:Allow this as a setting and you would have to exclude:
1v1 games (the most popular setting on the site)
Feudal style maps (these include the AOR and feudal maps - 5 of the most popular maps)
All maps with coded neutrals
All maps with losing conditions
All maps with high neutrals
All maps with winning conditions
OliverFA wrote:Again, that's your opinion, as Feudal maps (and maps with high neutrals in general) would be the ones who would most benefit from this setting.
degaston wrote:You're making a lot of blanket statements without any justification.
So lets look at each part then.
1v1 games
These will need to be excluded from the setting as in every game of 1v1, you have a third player. The third player is the neutral player and is in all 1v1 games for every map. This is for all maps in 1v1 and is part of the overall part of the xml. So if you play classic map as 1v1, then both players start with 14 regions with 3 troops on each region. The neutral player starts with 14 regions with 3 neutrals on each. Players will get 4 troops each at the start of the game, the neutrals will get 14 troops according to this idea in the OP. So with this idea as it stands, you give the neutral player over 3 times the amount of troops as regular players, the ability to attack (in sequence) any region it chooses. This is bad.
Lets see how Olivers ideas would work with this in a 1v1 game then.
OliverFA wrote:Option 1: Timed Trigger
An activation turn for infected neutrals is coded in the XML. Different maps would have different activation turns. Classic style maps would be activated in turn 1, while maps with a lot of neutrals would have higher activation turns, and some "impossible" maps could even even activation at turn 100 or later.
As above, I stated that the infected get 14 troops in round one for a classic game 1v1 style. Each of these 14 regions can then attack. The overall problem with this idea is that it would need to be consistent over all maps and settings. This is how settings work. You cannot have a map set at round 1 and then another at round 10 as players would never know when it would start. Farming would then be a huge issue with this setting.
OliverFA wrote:Option 2: Army size Trigger
There would be separated triggers for each player, and at the begining of their turn infected neutrals would check with each player to see if they get "activated". Infected neutrals would get activated towards a particular player when:
Total of infected armies in territories bordering that player > Total armies of the player
For some reason, this idea says that a player must have less troops overall than the neutrals bordering a region.
How would that work for the setting as it would never get used. Even if you allow the +1 to go onto a neutral, by round 7, the neutral on any classic region is at 10 armies. So you have 10,20 or maybe even 30 neutrals next to a players piece. As a lot of classic 1v1 games are over before this, what you get is a setting that will eliminate the losing players faster while never really being in use as suggested. Why have a game play option that is not used.
Now that 1v1 games have been eliminated unless any of you can find the flaw in my logic, lets move onto feudal style maps.
Feudal style maps
Lets look at Feudal War for this example then as it is the most popular map of this type.
Look at the starting positions. The bracketed numbers are neutrals.
Feudal Might (6)
The Great Kingdom (4)
Rebel Territory (4)
Realm of Might (10)
Barbarians (4)
Imperial Dynisty (6)
So in each game, you start of with 3 troops and get an auto deploy of 5 troops. That gives you 8 troops onto each castle you own. You get 1 or 2 castles in this game. So if you do not attack at all, just sit and build up for 1 round to make sure your castle is OK, you get this:
Feudal Might (6)+(3)=(9)=elimination
The Great Kingdom (4)+(2)=(6)=survive
Rebel Territory (4)+(2)=(6)=survive
Realm of Might (10)+(5)=(15)=elimination
Barbarians (4)+(2)=(6)=survive
Imperial Dynasty (6)+(3)=(9)=elimination
So out of the 6 starting position, half will eliminate a player straight out. But lets say you are lucky and manage to survive round 1. you get another 5 troops to attack with so you might be able to gain a territory or two. Only for the neutrals in the next line be a 4 or an 11 neutral and can take you right back. This gives you one round for incubation so you might have 11 troops to attack with. But when you do finally get out of your camp, all of those pesky neutrals have been building and building for 5 rounds. So now you have a game of lets get though stacks of neutrals that just keep getting bigger and bigger. and bigger every round. So by round 5, the stacks for every region is now higher than the auto deploy you get on the castle and just getting higher. By round 10, the overall amount of neutrals you have is just so large it becomes stalemated in every game. God forbid anyone would play this with adjacent or no reinforcements.
OliverFA wrote:Option 1: Timed Trigger
An activation turn for infected neutrals is coded in the XML. Different maps would have different activation turns. Classic style maps would be activated in turn 1, while maps with a lot of neutrals would have higher activation turns, and some "impossible" maps could even even activation at turn 100 or later.
This is the same as above. The timed trigger needs to be consistent over all maps.
OliverFA wrote:Option 2: Army size Trigger
There would be separated triggers for each player, and at the begining of their turn infected neutrals would check with each player to see if they get "activated". Infected neutrals would get activated towards a particular player when:
Total of infected armies in territories bordering that player > Total armies of the player
Players will never allow for this to happen. If you know you are hitting a ten stack of neutrals, you will advance 20 troops so you are not attacked by them. Go slowly and you can stay ahead of the curve. But what happens by round 5, you have a string of troops that is now surrounded by high neutrals. Those neutrals all border you and attack at once. Eliminating all progress. This just gets worse as the neutrals get bigger and you get smaller.
All others
I cannot be bothered to go into each one. But lets look at some maps then.
degaston wrote:Antarctica
30 neutrals on the south pole will eliminate bases as that is what it can do. So the player with the highest letter wins.
degaston wrote:Atlantis
The problem with Atlantis is the islands. Even if you wanted to just go for elimination, you need to hit neutrals to get to the other islands. These would be building up so by the time you have taken a bonus, the neutrals have attacked and taken it from you. This would be a slow death and last player standing wins.
degaston wrote:Das Schloss
The helicopters destroy the parachutes. The rest of the map becomes like feudal, only worse as the neutrals are a lot higher.
degaston wrote:if the zombies only attacked 10% of the time, then they would mostly be an annoyance that had to be monitored and occasionally be dealt with. This would also allow it to work with 1v1. And why exclude all old maps?
How can you say 10% of the time? What determines the 10%, how do you make sure all players are hit equally?
degaston wrote:It seems to me that the entire purpose of settings is that they can be different on every map you play.
So escalating spoils is different on all maps? Trench is different? Fog is different? When did this happen?
degaston wrote:You're making a lot of blanket statements without any justification.
I do not do this. I think about it a lot before I weigh in on an idea.
degaston wrote:I guess I must have missed the suggestion to make this a required setting that everyone must use. I'll vote "no" on that.
So why have a setting then that no one wants to play?