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In addition to TaCktiX valid response there are also the following to consider:lostatlimbo wrote:My .02 - i think its a bad idea to give the neutral armies 1 army on every territory. within a few rounds they have a huge army advantage, especially 1v1
// DEPLOY phase
// add one army to each ACTIVE infected neutral territory
For Each active infected neutral territory
add one army to territory
write to game log : "infected neutrals get 1 army added to <territory name>"
Next
// Infected neutrals do not receive ANY other bonuses of any kind, positive or negative.
// ATTACK phase
// All ACTIVE infected neutral territories with 4 or more armies and with non-neutral neighbours are capable of making an attack
// NB bombardment attacks are not allowed
NumAttTerr = number of territories capable of making an attack // how many territories can attack ?
While NumAttTerr > 0 // as long as there's one or more territory that can attack, attack !!
// the following two lines must be INSIDE the While loop since the territories capable of attacking may have changed since the last iteration
arrange the qualifying territories in an array AttTerrs() // indexed 0, 1, 2 etc
sort the AttTerrs() array by number of armies (high to low) then alphabetically (a to z)
AttTerrInd = 0 // set the attacking territory index to zero; to point to the first attacking territory
// select TARGET player territory(s)
// This logic addresses both a single target territory and multiple target territories
// The attacking territory will attack the bordering territory(s) which contain the most armies
// [Remember that bombardment attacks are not allowed]
arrange the qualifying territory(s) in an array Targets() // indexed 0, 1, 2 etc.
sort the Targets() array by alphabetical order (a to z)
NumTargs = the number of territories in the array Targets()
AttackForce = initial number of attacking neutral armies - 3
TargCount = 1 // set the target count to one; to indicate the first of the NumTargets targets
While TargCount<=NumTargets // attack each of the targets in turn
TargInd = (AttackForce + TargCount - 1) MOD NumTargs // set the target territory index; to point to the TargCount target
Repeat
attack Targets(TargInd) // attack the target territory
Until the attacking territory has <= (3 + (NumTargs-TargCount)*INT(AttackForce/NumTargs)) armies or the battle is won
If the battle is won Then
If TargCount = NumTargs Then // ie neutrals are attacking the last target territory
advance all possible armies
Else
advance all remaining armies - (NumTargs-TargCount)*INT(AttackForce/NumTargs) armies
write to game log : "infected neutral player attacked <territory name> from <territory name> and conquered it from <player name>"
delay 5 seconds // to allow players to watch the turn in real time
TargCount = TargCount + 1
End While
NumAttTerr = number of territories capable of making an attack // recalculate
End While
// END phase
// Consider all INCUBATING neutrals
For Each incubating neutral territory
If incubating neutral territory was infected in the preceding game round Then
write to game log : "infected neutral territory <territory name> incubating"
Else
incubating neutral territory becomes active neutral territory
write to game log : "incubating neutral territory <territory name> now active"
Next
// Note that regardless of game settings infected neutrals make NO fortifications.
1 extended inclubation period for deadbeats going infected ...
There is already an incubation period. Everyone gets advance notice of a potential deadbeat; for two turns you see the person miss their turn ... sure on your third turn you don't know 100% that the person will now deadbeat by missing their final turn, but it seems to me to be a positive part of the infected neutral effect for players to have to form a strategy - a contingency plan - based on the imminent possibility of an infection outbreak. Therefore I can see no real need/merit for this.
I love how you have built in predictable and manipulatable randomness to this.Hopefully you can see that if there had been just one more army in Irkutsk then Siberia would have been attacked first because - "attack force (13) divided by number of targets (2) = 6 remainder 1" ...
I see what you're saying ...Twill wrote:My concern is that the strategy for dealing with a potentially deadbeating player is potentially the polar opposite of dealing with a bunch of IN armies.
No. Never. Rest assured.Twill wrote:Will the remainder ever be larger than the number of territories available?
Your two questions Twill, the first of which I believe vrex is also asking in his post, show that my example was not quite thorough enough ...Twill wrote:I do wonder why you have "all" of the troops advancing towards the last territory attacked. Why not leave the original 3 in the original country?.
And what happens if there are 2 countries but only 4 armies?
(a)
With only 4 infected armies.
attack force = 4 - 3 = 1
attack force / number of targets = 0 remainder 1
So it will be Targets(1) that gets attacked 'first'.
And yes, as soon as an infected army is lost the attacks will cease.
So Targets(0) will never get attacked.
cicero wrote:1 Regarding the need for an (extended) incubation period for the virus ...I see what you're saying ...Twill wrote:My concern is that the strategy for dealing with a potentially deadbeating player is potentially the polar opposite of dealing with a bunch of IN armies.
Part of me wants to insist that this dilemma makes for interesting strategic choices - as I said the need for a contingency plan, just in case ...
On the other hand, even though you don't explicitly suggest it, perhaps having no incubation period is open to abuse. Would players deliberately miss two turns just to put their opponents in this quandary? Just to come back and take advantage of every one deploying away? No, I don't think so.
On the other other hand, I'm not sure if an (extended) incubation period, puts those who play first (and hence play immediately after it becomes 100% certain that the player is going to become an infected neutral) at an unfair advantage?
I still tend towards thinking an (extended) incubation period is not necessary ... Other points of view?
No. This is not what the logic produces.Twill wrote:(a)
With only 4 infected armies.
attack force = 4 - 3 = 1
attack force / number of targets = 0 remainder 1
So it will be Targets(1) that gets attacked 'first'.
And yes, as soon as an infected army is lost the attacks will cease.
So Targets(0) will never get attacked.
Wouldn't this mean that the "attack force" that is actually available to attack Targets(1) is 0 armies meaning that there is no actual attack made?
cicero wrote:3 turn order for the infected neutrals - affecting both sequential and freestyle games ...
It has been argued, unsuccessfully in my opinion, that the the neutrals need to take their turn in some other way than simply "at the end of the playing round".
In freestyle games it seems to me that the case is even more clear cut. There is already some brinksmanship in freestyle about playing last. Infected neutrals, in some scenarios, will increase the desire of some players to play last. This seems to me again to be a legitimate tactic and one which other players - who may not have such a motivation to play last themselves in a particular game - will have to take into account when formulating their own strategy. Again the neutrals are a gameplay element - it is not for them to take this into account. The players must.
Cicero
An interesting point Ditocoaf. And whilst not exactly the one that everyone else has been trying to get in to my thick skull in previous posts it has indirectly convinced me that an incubation period is required ...Ditocoaf wrote:Well, no matter what, the players who go before the deadbeat will always have an extra turn to prepare more than the players who go after the deadbeat. So either some players get a turn to react, and some don't, or some get two turns, and some get one.
greenoaks wrote:In a freestyle game you propose that IN goes last - fine. but when ?
Does it start its move as soon as the last player has finished their fortification or does it wait until the end of the 24 hour period and then attack ?
Which I believe answers both.cicero, in the second draft proposal on page 26, wrote:The infected neutrals take their turn between the end of one game round and the start of the next game round.
it would not be possible for the IN to receive all of its armies, figure out which territories to attack, roll the dice, advance, attack again, etc in the zero time between the end of the last round and the start of the next.cicero wrote:greenoaks wrote:In a freestyle game you propose that IN goes last - fine. but when ?
Does it start its move as soon as the last player has finished their fortification or does it wait until the end of the 24 hour period and then attack ?Which I believe answers both.cicero, in the second draft proposal on page 26, wrote:The infected neutrals take their turn between the end of one game round and the start of the next game round.
The game round ends when the last player completes their fortification and so there is no wait of any kind.
greenoaks wrote:It would not be possible for the IN to receive all of its armies, figure out which territories to attack, roll the dice, advance, attack again, etc in the zero time between the end of the last round and the start of the next.
Twill, in response, wrote:The server would process all that in the blink of an eye. I do think there should be a bit of a pause or an intentional slowing down so that people can see what is going on, especially in a speed freestyle game. maybe the IN has a 1 minute turn (their moves take 10 seconds, but you then have 50 seconds to absorb what happened). Just from a user-interaction perspective it would be important.
Twill wrote:HURRAY for ditocaf, premium for life for you!! (ok, maybe not)
I'm glad you have seen the light cicero
greenoaks...the server would process all that in the blink of an eye. I do think there should be a bit of a pause or an intentional slowing down so that people can see what is going on, especially in a speed freestyle game. maybe the IN has a 1 minute turn (their moves take 10 seconds, but you then have 50 seconds to absorb what happened). Just from a user-interaction perspective it would be important.
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