jammyjames wrote:agentcom wrote:This sounds like an awful idea. How is in submitted suggs?
I can already think of a way to farm this and game types that will result in unbreakable ties.
Please - do go on?
What maps / settings would have an unbreakable tie?
Farming: Actually, I have to think about this one. It could generally be done, but high ranked players would be at risk against and equally talented but low ranked team, if that team went first.
Unbreakable ties. Think of a simple CC map where all territs are able to be attacked (no neutral barriers) and where there are no easily taken bonuses. Let's say that map has a 14 territ per player drop. Let's further simplify this and say there would be only one front (but the analysis is the same with 2 or 3, it just gets more complicated to type out). Picture it almost like the players are playing in a straight line.
Game Starts:
R3 - R3 - R3 - G3 - G3 - G3
Red's turn: Deploy
R3 - R3 - R7 - G3 - G3 - G3
Red attacks:
R3 - R3 - R1 - R3 - G3 - G3
Red Forts:
R1 - R3 - R1 - R5 - G3 - G3
Green (13 territs) drops:
R1 - R3 - R1 - R5 - G7 - G3
Green attacks
R1 - R3 - R1 - G1 - G1 - G3
Green Forts
R1 - R3 - R1 - G3 - G1 - G1
Red (14 territs) drops:
R1 - R3 - R5 - G3 - G1 - G1
Red attacks:
R1 - R3 - R1 - R1 - G1 - G1
Red forts:
R1 - R1 - R1 - R3 - G1 - G1
Green (13 territs) deploys:
R1 - R1 - R1 - R3 - G5 - G1
Green attacks:
R1 - R1 - R1 - G1 - G1 - G1
ad nauseum. Basically as long as you don't attack any neutrals and no bonuses are taken, both teams have exactly the same amount of troops at the end of any given round (after both players have gone). How many drops do you think you can take and hold a bonus when your opponent is getting the exact same troops and dice as you and you're playing a map that allows you both to drop 4 in the first turn. Or a map that allows you to drop 3.
Then there's the problem of maps with 15 starting territs. The player that goes first would certainly be able to send the other player to 14 territs, which means that the starting player would get +1 relative bonus each turn for the first several turns until he could knock the player down to 12 and have a +2 relative bonus. Then the other player would be down to 11 territs and the first turn guy would get +3 relative bonus. The first turn would end the game unless you play against someone dumb who goes after neutrals or is otherwise crazy.