Too Strong

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Re: Too Strong

Postby Joriom » Mon Nov 28, 2011 6:10 am

Bladesam wrote:Let's think if people decide to play on the 250 territories maps and limit them to 3 people, all three players could get to about 80 territories before being forced to attack anyone else. Quite obviously, a player will all the upgrades will almost certainly win the match if the other two only had a couple of the upgrades.


Quite obviously... At current state of max 40 upt it would be draw unless two players decide to gang-bang the third one, which would be pathetic as they would have to draw as well anyway.

From what you say you prefer scenario when two players must say "Hey, lets get rid of the third and draw!" instead of "I play more or did pay so I'm stronger and I can win!".

With only 2 upgrades its pointless to play any map over 160 regions IMHO as it will end up in a draw in most cases.
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Re: Too Strong

Postby Ratburntro44 » Mon Nov 28, 2011 1:28 pm

I think that the unit caps should vary based on map size, and the upgrades with them. Each upgrade stays as half of the original amount, then the original amount is about half the map. That way, if
  • One person has half the map and the other person has the rest, he will already win and this simply stops people from ganging up on him
  • Two people are left and one person has half the map it will prevent draw

Sound good?
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Re: Too Strong

Postby Joriom » Mon Nov 28, 2011 3:25 pm

Ratburntro44 wrote:I think that the unit caps should vary based on map size, and the upgrades with them. Each upgrade stays as half of the original amount, then the original amount is about half the map. That way, if
  • One person has half the map and the other person has the rest, he will already win and this simply stops people from ganging up on him
  • Two people are left and one person has half the map it will prevent draw

Sound good?


I thought about it but was not sure about exact percent. I've decided to do some research before posting. On big maps I would happily see cap of around 34-40% with both upgrades which makes it 85-100 upt. On the other hand it would totally kill smaller maps with lets say 20 regions - 7-8 upt with ups! It must depend on something more than pure % value. Also idea of "can't go lower than X" would kill upgrades so thats not an option IMHO. It should calculate % based on regions count and then use it to evaluate max cap.
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Re: Too Strong

Postby Bladesam » Mon Nov 28, 2011 6:11 pm

Joriom wrote:From what you say you prefer scenario when two players must say "Hey, lets get rid of the third and draw!" instead of "I play more or did pay so I'm stronger and I can win!".

Not necessarily. Your latter quote in this phrase is more than fair for serious players, and I like I stated before: I definitely see the value of increasing the cap on the boosts. It would make large-scale maps able to be won. I hesitate to advocate this fully because of the one-sidedness that can easily surface from it. You no doubt can see this too. That being said, I, as a player who has played many games and who has both upgrades already, would like to see some way to allow players a chance of winning large-scale maps instead of forcing a draw (or surrendering which I've found gets more exp after a full game.)

I do not like the idea of completing a game just because one person has half the map. I have played many games where the person who has half the map overextended himself/herself and quickly loses control of his/her territories. The only way I see this option working is if it is on random mode. There, the units are guaranteed to be spread evenly throughout the person's territories and they haven't over extended himself/herself. If it is put into effect on other map systems it will just be a race for whoever can take half the map first.

It is possible that percentages would be a way of allowing more units in games without making it too one-sided. It would take some doing, but this option definitely has value for solving the problem. As Joriom mentioned there would have to be a way to code it so it only applies for larger maps.

Joriom wrote:Also idea of "can't go lower than X" would kill upgrades so thats not an option IMHO.

How would this kill upgrades? I'm not arguing your point at all. I'm just not sure what you mean.
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Re: Too Strong

Postby Lopdo » Mon Nov 28, 2011 8:12 pm

I like the idea of having storage based on percentage, yes, it will require some work, but it solve many issues
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Re: Too Strong

Postby Ratburntro44 » Mon Nov 28, 2011 11:38 pm

Yay! He likes my idea!

@Joriom So some sort of curve? Hmm.
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Re: Too Strong

Postby Bladesam » Tue Nov 29, 2011 6:31 am

Your ideas are good Rat =)
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Re: Too Strong

Postby Joriom » Tue Nov 29, 2011 8:15 am

I've just tested simple formula that takes regions count under consideration also while calculating cap percent. Is simply takes base value of X% (80) for small maps and reduces it by Y% (0.16) for every additional region (R). In this case 0.16 reduces percent by 16 for every 100 areas. This gives 40% on largest maps.
2nd upgrade CAP = R * (0.8 - 0.0016R)

Some values I've got:
Regions: Cap
8: 6
20: 15
40: 29 (max free map editor region count)
57: 40 (current 2nd up value)
80: 54
100: 64
180: 92
250: 100
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Re: Too Strong

Postby Bladesam » Wed Nov 30, 2011 4:50 am

I love it Joriom! That formula would allow large maps to be won as well as not ruining games on smaller maps. Kudos to you for figuring it out!

A question most likely for Lopdo: Would this be open to everyone or would it have to be paid for with shards? Then: How would this work with the upgrades already bought? Would it replace them, add onto them, or what? I'm having trouble seeing how to work it in smoothly. [But I'm glad that's your job and not mine ;) ]

I am definitely looking forward to seeing how this will take effect.
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Re: Too Strong

Postby Lopdo » Wed Nov 30, 2011 11:27 am

mechanics of storage upgrades would change, that means that old ones will change as well, there won't be +10 upgrade anymore, just +2% (example)
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