Ratburntro44 wrote:I like 1v1q, but I think I'm the only one.
1v1q really lends itself to defensive play, which most people find boring.
Since the defender wins a dice draw, the chances of winning any 1v1 (as an attacker) is ~42%. So I reckon...
The chances of winning a 2v2 is only ~17%.
The chances of winning a 3v3 are only ~20%.
The chances of winning a 4v4 are about ~28%.
Obviously it gets closer to ~42% as you get to higher numbers, and even when you're not 'winning' you're going to be knocking out some of your enemy's dice. But they'll always be taking quite a few more of yours than you'll be taking of theirs.
The same applies for HC, but I reckon for a different reason. The fact is if your enemy wins an 8v8 in HC, they still have a 7 in that place. So unless you've really strengthened your borders, they're going to stamp all over you. In Att, you can normally have 5s on your second line of defense, in HC you really only feel safe with 8s.
This is exemplified with the game at
http://www.kdice.com, which is very similar to Vortex Wars but is basically always on HC mode. When you get a bit into the game, it's safe to bet that everyone will sit around until ALL their territories are 8s. It makes the game a lot longer.
Bounty42 wrote:And on the topic of HC v. Att - How are the rolls determined? I know a lot of people have been assuming an Xd6 system, but that doesn't seem to match what I'm seeing. Can we get any more insite into that?
I also wanted to ask this. How are the defense and attack bonuses for devils and angels added too?
Since they're only 5%, are they completely useless on 1v1 and 1v1q modes? (If the random number was calculated as a floating point, then had the percentage added, then was converted to an integer, for example, they would still be worth something on 1v1 modes)