Kemmler wrote:autodeploy leaves it completely down to dice dim. you have only a few options of places to go, whoever gets luckier and captures more wins. retarded.
the starting bonus needs to be autodeployed because as i said in the earlier post whoever goes first has a very big advantage and that sucks.
imagine a 1v1 game where each player starts with 3 shops and 3 homes. player 1 gets a bonus of 120 troops deploys them on a shop near the other player and with his 150 troops (30+120) he makes a lot of damage.
so the other player even before he gets to start the game is already at a big disadvantage.
however i get your point and i think a mixture of strategy plus fast action can be achieved by making all the starting bonuses autodeployed but making all other bonuses free.
so it's like this, in an 8p game each player will get a home and a shop (ex: P2 and P4) and nothing else. these bonuses will be autodeployed. this prevents round 1 bashing.
then all other bonuses are free to place anywhere, including bonuses from other shops. for example i start with P2 and P4. in round 1 i get the bonuses autodeployed and i conquer 2 empty lots and a subway. in round 2 i get the P2 and P4 autodeployed but i get the bonus from empty lots to place anywhere. then comes the best part, i conquer another subway and a shop in E or W. the bonus from that shop will not be autodeployed it will be on hand. i think this solution is the best because it prevents round 1 bashing and at the same time allows people to get huge stacks later on as well as providing an incentive to go twards the E and W neighbourhoods.
i like this, i realy do.
yeti, please make the following xml corrections:
1. W1, W3, W5, W7, E1, E3, E5 & E7 to start with 30 neutrals.
2. starting positions are autodeployed
3. all other bonuses are on hand.
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