Moderator: Cartographers
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
danryan wrote:Game 7857092 If you can drop this in 1 v 1 or dubs this is silly. Pearl Harbor gives you a chance to come back from unbalanced drops by being so large, but with an 18 region start it's impossible to come back when your opponent drops 12 to begin.
danryan wrote:Game 7857092 If you can drop this in 1 v 1 or dubs this is silly. Pearl Harbor gives you a chance to come back from unbalanced drops by being so large, but with an 18 region start it's impossible to come back when your opponent drops 12 to begin.
The Bison King wrote:danryan wrote:can you be specific?
The Bison King wrote:danryan wrote:Game 7857092 If you can drop this in 1 v 1 or dubs this is silly. Pearl Harbor gives you a chance to come back from unbalanced drops by being so large, but with an 18 region start it's impossible to come back when your opponent drops 12 to begin.
can you be specific?
danryan wrote:The Bison King wrote:danryan wrote:Game 7857092 If you can drop this in 1 v 1 or dubs this is silly. Pearl Harbor gives you a chance to come back from unbalanced drops by being so large, but with an 18 region start it's impossible to come back when your opponent drops 12 to begin.
can you be specific?
Sure. It's foggy, but judging by the drop I'm guessing he has two continents. I think Dalmus starts neutral, right? If so he can't hold the 3 Island bonus, but he does have Cratica and Tyross. Caspiar is neutral. Given that, he dropped The Desert (+3) and Lyalia (+3). Now, on classic for instance, I've seen drops where one side got Oceania or South America, and even Africa (very rarely), but never two continents. I don't know whether the answer is in coding starting neutrals and the odds are obviously slim this would ever happen but I don't care for maps where the game can be over on the drop, without rolling a single die. The Siege map is a similar size and can have this problem as well (with the throne and with the camps), but it's fairly old as far as cc maps go.
danryan wrote:So is a complete freak accident ok, or given what Leehar posted above, should you be revisiting the possibility of adding some neutrals? I'll be the first to admit this is is probably the first time I've seen this, but I wonder what the actual odds of a drop like that are before I'd write it off as a freak occurrence not to be worried about.
danryan wrote:So is a complete freak accident ok, or given what Leehar posted above, should you be revisiting the possibility of adding some neutrals? I'll be the first to admit this is is probably the first time I've seen this, but I wonder what the actual odds of a drop like that are before I'd write it off as a freak occurrence not to be worried about.
The Bison King wrote:Honestly I never play 1v1 because I find that the first person to take their turn always wins no matter what map you play on. Also I've never played a map where someone didn't start with a bonus at least once. The simplest solution I have would be to play games with more players. This was always intended to be a 4-8 player map anyway.
I'll consult Ender to see if any XML changes could be used to balance this out, but to me it sounds like there isn't a problem with the map but there have just been some issues between people and random chance.
mattattam wrote:Proposal (discussed above)
Proposal: Make 2-3 player games starting territory positions 14 territories (currently 16 each) and 4 player games starting territories 11 each (currently 12 each)
Reason: To balance first turn advantage more evenly and decrease probability of dropping bonus'
mattattam wrote:Proposal (discussed above)
Proposal: Make 2-3 player games starting territory positions 14 territories (currently 16 each) and 4 player games starting territories 11 each (currently 12 each)
Reason: To balance first turn advantage more evenly and decrease probability of dropping bonus'
The Bison King wrote:mattattam wrote:Proposal (discussed above)
Proposal: Make 2-3 player games starting territory positions 14 territories (currently 16 each) and 4 player games starting territories 11 each (currently 12 each)
Reason: To balance first turn advantage more evenly and decrease probability of dropping bonus'
Can you do that? I was under the impression That you could only create 1 scenario, regarding how the initial drop is distributed.
mattattam wrote:Proposal (discussed above)
Proposal: Make 2-3 player games starting territory positions 14 territories (currently 16 each) and 4 player games starting territories 11 each (currently 12 each)
Reason: To balance first turn advantage more evenly and decrease probability of dropping bonus
n order to have 2- and 3-player games start with 14 regions, presuming no changes to the current scheme of 3x3 starting regions, the total number of regions in the pool would have to be between 33 and 35 inclusive (yielding 11 regions to add to the 3 regions in a starting position). This would require 8 to 10 regions designated to start neutral.
So, choosing 8 or 9 neutrals would give the starts that mattattam proposes.
An entirely different approach to our problems might be to simply make all the cities start as neutral 2's. No one can drop a road bonus, or any other bonus, apart from the Islands. Divide the non-city islands with a set of starting positions, and the drops should be much more fair.
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