Let's talk about no-luck move order: 4/4/2015 15:39:58 |
Kain
Level 57
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That is why my auction system doesnt include the element of speed
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Let's talk about no-luck move order: 4/4/2015 16:18:08 |
zach
Level 56
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Kain, I think your auction system is inherently unfair, because winning/losing a territory gives a player extra information about opponents' strategies, which would create advantages and disadvantages in games with more than 2 players.
Also, it's pretty complicated, and with each revision it gets worse. Whatever the new picking tiebreaker is, it should be simple and intuitive.
What did people think of traviter's suggestion on the first page? I thought that was one of the most sensible ideas so far. It would be easy on players (everyone makes an additional set of picks in which they try to guess where their opponent(s) picked), Fizzer wouldn't have to do much work to implement it, as it would use the current picking interface, and it's a fair measure of strategic thinking: predicting your opponent's strategy is an important element of Warlight.
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Let's talk about no-luck move order: 4/4/2015 16:35:40 |
Kain
Level 57
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because winning/losing a territory gives a player extra information about opponents' strategies, which would create advantages and disadvantages in games with more than 2 players.
If you dont know which player is bidding against you then you cannot know anything specific in >3 players game (fact is that i didnt mentioned that you shoud not know who your bidding opponent is). Additionally other players taht are not taking part in auction for a particullar territory wont know who is bidding with who and for which territory(they can only know that there is some bidding as the additional auction turn is on)
i 2vs2 game there would be equal share of infrmation so again no problem
the third revision is almost the same as first (the addition is that the turn order is based on picking speed). The second one was trully a dead-end.
and while it looks complicated the rulles of it are quite simple and intuitive (I hope :D )
Edited 4/4/2015 16:56:00
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Let's talk about no-luck move order: 4/4/2015 17:29:40 |
zach
Level 56
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Imagine a game in which all available starting territories will go to players, like full distribution. In your system, if their is a tie, nobody gets that territory. This would result in some players being given fewer over all territories.
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Let's talk about no-luck move order: 4/4/2015 17:37:04 |
M. Poireau
Level 57
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I also quite like traviter's suggestion on the first page: base turn order and break ties based on whoever could predict popular picks best.
It's completely non-random and yet highly unpredictable. (Especially since you may have an advantage by making unpredictable picks!)
It's based on the current system, and requires few changes to the game. It doesn't require any kind of mini-game or clicking really quickly, and makes you think about some interesting things.
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Let's talk about no-luck move order: 4/4/2015 17:54:18 |
Sephiroth
Level 61
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do you mean coin games don't have attack/transfer only and attack by percentage?
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Let's talk about no-luck move order: 4/4/2015 18:09:11 |
Sephiroth
Level 61
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lol
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Let's talk about no-luck move order: 4/4/2015 18:20:01 |
Kain
Level 57
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@Z-Dog Imagine a game in which all available starting territories will go to players, like full distribution. In your system, if their is a tie, nobody gets that territory. This would result in some players being given fewer over all territories
good point but there is a solution. As it was stated in rules of my auction system, when there is no valid 2nd grade territory to assign, then the player is given random territory (from the rest of avaiable territories). So in that rare case all the conflicting territories that cant be assigned due to the 2nd grade vs 2nd grade conflicts (or auction ties) would be assigned via randonmization. The trick is to allow the unused (2nd grade vs 2nd grade conflict teriotoires or auction tie teriotoires) to take part in those random phase.
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Let's talk about no-luck move order: 4/4/2015 19:12:34 |
zach
Level 56
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@Kain The new picking method is supposed to eliminate all randomness, even in a rare situation like this one
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Let's talk about no-luck move order: 4/4/2015 21:49:14 |
smileyleg
Level 61
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I imagine it must be coded one way or another though if the times are exactly equal.
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