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sully800 wrote:kc-jake wrote:Or you could go with "no cards", it MOSTLY does the same thing.
Except in no cards games you have no motivation to attack whgich leads to stagnation and simple army building. Everyone wants to build their armies without attacking until the other players attack and weaken each other. Adding a real flat rate would give people incentive to get a card each turn.
superkarn wrote:I just thought of another idea for flat/constant card rate:
* doesn't matter what color cards you have, as long as you have at least 3, you can trade them in
* if you trade when you have 3 cards, they're worth 4 men
* if you trade when you have 4 cards, they're worth 6 men
* if you trade when you have 5+ cards, they're worth 8 men
* 3 cards still equal a set
The main benefit with this option is that there's no luck involved, only strategy. You get to decide whether 6 men this turn is more bebeficial than 8 men the next turn or not.
This adds another level of strategy, and at the same time a more leveled playing field. Of course the # of bonus could be modified to work better (e.g. to 5,7,9 or 4,8,10, etc).
superkarn wrote:Just wondering what the mods think of the new "colorless" card option idea?
aage wrote:Never trust CYOC or pancake.
pancakemix wrote:Another thing, Having increased amounts for more cards isn't exactly IMO a good idea, and I don't know if it's even possible to do it.
The1exile wrote:pancakemix wrote:Another thing, Having increased amounts for more cards isn't exactly IMO a good idea, and I don't know if it's even possible to do it.
Well, I'm not a programming genius but you could make each card worth 2 armies and allow you to cash as many as you like at any time (or a minimum of 3 cards, but the principle remains the same), which might work.
lianweizhi wrote:I talked about this with Superkarn a little today. What about weighted cards according to your fighting prowess?
Three tiers: a "1" card, a "2" card, and a "3" card, each worth the number they are once traded (e.g. if you trade a set of 1, 2, and 3, you get a bonus of 6)
To get a "1" card, you must conquer one to three territories.
To get a "2" card, you must conquer four to six territories.
Conquer seven or more territories to get a "3" card.
You must have a minimum of 3 cards to trade in for a bonus, but you can also trade 4 and 5 cards if you have them.
The range of card bonuses would then be 3 (capture only 1-3 territories over three turns) to 15 (capture 7+ territories over five turns - which if you did that you should have won already).
With this system, you would be encouraged to be as offensive as you can, and it would take any luck outside of the dice rolls out of it.
The only concern here would again be that poor last guy... with everyone before him trying to take out 7 territories, he could get eaten up. A possible solution would be to start each player off with one more territory than the guy that goes before him.
Card values and tier thresholds can/should be adjusted as needed per the game.
What do you think?
superkarn wrote:New Idea
I just thought of another idea for flat/constant card rate:
* doesn't matter what color cards you have, as long as you have at least 3, you can trade them in
* if you trade when you have 3 cards, they're worth 4 men
* if you trade when you have 4 cards, they're worth 6 men
* if you trade when you have 5+ cards, they're worth 8 men
* 3 cards still equal a set
The main benefit with this option is that there's no luck involved, only strategy. You get to decide whether 6 men this turn is more bebeficial than 8 men the next turn or not.
This adds another level of strategy, and at the same time a more leveled playing field. Of course the # of bonus could be modified to work better (e.g. to 5,7,9 or 4,8,10, etc).
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