BENJIKAT IS DEAD wrote:BikerAngel wrote:Personally I like it! might be better with doubles or more people but one on one it takes thinking and not just killing!
1v1 doesn't require any thought at all (after the realisation of the only strategy that works)
I like all of oaktown's suggestions except for the one about being about to target the initial parachute drops (I really like the uniqueness of not being able to be killed)
OK...lets crunch some numbers here.
Let's assume (for argument sake) that game is 1vs1...
each player has received 4 para-starting positions each, and after the 1st round they have both progressed to the x[2] positions and nothing else.
player 1 -> will receive 24 bonus points + 2 to enable him to bust through 1 x (6) checkpoint which he has an attrition rate of 9 on, leaving him 16 numbers to bust through pvt whoever (2) and AA(6), after which he moves onto AA with 7 armies.
that leaves him enough to have a bombardment at player 2 on at least 7 of 8 positions, almost wiping player 2 out of the bonus stakes. This is relatively consistent with my observations of 2 player games that have started.
Although i am seeing also that some 2 player games are getting through to 9 or 10 rounds before a winner is clear.
Anyway, below is a possible solution based on what oaktown has proposed (without losing the helipad but using the killer neutrals to respawn the helipad to a neutral after a players turn)
Version 25.
1. starting positions +1 bonus
2. checkpoints start with 3 neutrals
3. AA, AB, AC start with 24 neutrals
4. helipads start with 18 neutrals each (although i am thinking this may need to be higher to get players to use the cable cars) - i have only seen one game progress to using the cable car successfully yet.
5. wache aus and wache in start with 6 neutrals each