Donelladan wrote:it doesn't matter where you want to use it. the fact is with identical dice the first player will always be advantaged by this.
regardless if the objective is achievable quickly or not, the first player will have more chances of getting to the objective first.
Yes it does matter a lot. For example if the objective is a 40 neutrals and the 1st player spend 20 troops to take it, but of course fail, then 2nd player will probably win. It is stupid example,
in your example the player that tries to take an objective and fails is either an idiot that didn't calculate his chances or he's really unlucky. but we're not making maps for such situations. maps must be balanced thinking that all players have even dice.
with all players having identical dice, people will just stack near the objective until one of them has enough troops to take it and win without giving the others the chance to retaliate. which is stupid.
Donelladan wrote:but just to say that the map will be built taking into account that it is an instant win objective to make it a balanced game play.
oh yeah, and while we're at it we'll also solve world hunger problem and bring peace on earth. it's so easy to say "it will be balanced" "we'll improve in beta" when the truth is if you actually think about it there's nothing to improve or balance because you can't improve something that's fundamentally broken especially when you don't have the tools to do it.
Donelladan wrote:Of course it you assume both player stack each side of the objective and wait to see who take it 1st, then 1st player has an advantage.
now you're starting to make sense.
Donelladan wrote:But that's not gonna happen, and the map will be improved during the beta phase to prevent any unbalanced game.
read again my previous post and you'll see this is an impossible task cause we can't decide where each specific player starts and what's the precise order they'll start. if you can't do this then you can't adjust neutral values, or modify paths or bonuses. and if you can't do this, then you can't fix anything.
Donelladan wrote:Anyway I think 1vs1 is irrelevant to the question of balanced gameplay since 1v1 is unbalanced anyway.
the problem is not just with 1v1 but with all sequential games. in fact i'd say the more players in the game the less chances the last player has.
you see, in a 1v1 you might hope that the player that goes first is an idiot, or has horrible dice and you'll get your chance to take the objective. but with 11 people going before you, the chances of all of them being idiots and/or having bad dice are slim to none.
PS: don't get me wrong, i'm all for new xml options. i want more tools, i want exciting features. just look at my sig. i'm the guy in the middle
but this suggestion is simply not good. let's focus on other things that can actually enrich the map making experience.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku