more war realistic and fair?
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tramadol wrote:
(p.s. to Post #15} You will also need to kill your ally if they have a territory inside a bonus region you require. Another reason not to have the no-lose dice if the Swap button is implemented, you should always have to suffer the wrath of the dice if choosing to attack, even if it's your team mate.
cbt711 wrote:
I've been playing a lot of team games, and I am honestly a huge fan of leaving it as is. It's not like this game is realistic in terms of war. Oh look, a river, guess we can't attack. Lol. 

It turned out, by happy accident or great planning, or whatever reason, that the gameplay is awesome right now. If you want to swap territories, fortify from you to your teammate, then they kill your 1. Simple as that. 

With chained fortify, you can only repeat this process once a turn, which makes it even more mentally challenging. Also, if you need to give a teammate a border region, this adds yet ANOTHER level of skill. Because if you drop to 1 to give that region to your teammate, that gives all the other teams one chance to kill your one before your teammate has a chance, and then they could fortify to many more than 1 troop. So to successfully transfer a border territory, you have to catch your enemy asleep, or time it just right.

One thing I have noticed is wholly unfair in team games is unlimited fortify. Without amazing dice, the team that goes first has a HUGE advantage in this game type. For example, Ultras and I played world classic. First turn he was able to unlimited fortify me up to 21 troops, so I could take North America on my first turn. Game over. 

Other than that, I have no issues with how team games play. I know a few slick tactics that seem unfair, but really are just good game play and I'll be keeping those to myself for now :)
tontot wrote:
I agreed keeping the team game as it is is good enough than any Swap options throwing so far.

My opinion to implement Swap is that is should be considered same as Fortify.
Assuming it is Chained Fortify, after finish attacking you will have the choice to either Fortify one time (as it is now) OR (only 1 of 2 options) Swap one time (simply a changing color from yours to your teammate)
To make it simple, you can not Swap your last territory (to avoid the card issue)
Vexer wrote:
I've been thinking a lot about this and have to agree with cbt711.

The game is already not at all realistic for gameplay's sake.

I think it's important to keep team games more like non team games. You can't swap in a non team game. When you kill a player of another color you get their cards, lets keep that the same for team games.

This is also the reason why one color has to own an entire region instead of the team owning it because that's how it is in non team games. The less differences there are to remember the better. We already have so many differences with the game options.

The exception is being able to place on your teams territories. This difference is necessary though to help you keep your teammate alive. Otherwise they might end up dead in the second round if the other team starts first and both of them attack your teammates capital.

Fortifying through or to your teammate seems intuitive so I don't feel the need to explain or defend it.

The bottom line is, I think team games are just right as they are.
Vexer wrote:
oh, tontot posted as I was writing. The problem with your method of swapping is that it's kind of like a super fortify. You fortify your troops to their territory and then fortify their troops to your territory. Seems like a double move to me.
UltrasPlot wrote:
Another issue is that you can't see your teammates' territories in Fog of War... BETA and I tested this the other day. You can still drop troops and fortify to question marks though, lol.
Matty wrote:
UltrasPlot - Jul 8, 03:58 AM
Another issue is that you can't see your teammates' territories in Fog of War... BETA and I tested this the other day. You can still drop troops and fortify to question marks though, lol.
LOL, didn't think of this at all, but nice catch :D:D:D
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
tramadol wrote:
I am happy as long as everyone who responded read my suggestion and its clarifications in full, believes they correctly understand what was suggested and how it would alter the gameplay in all scenarios.

Thank you all for your feedback.

Good call on the fog Ultram, I fear how clever you will be when you are an adult.
BETA wrote:
I've played a lot of team games, and its become my favorite game type. It plays real well, the team chat is working, and it is great in all formats. Thanks Matty and everyone involved.


One question / suggestion - The dice algorithm.
I am not sure how D12 averages out the dice in a 'free for all' game - for the individual game, or the individual player in the specific game.

Can you program it for team games to individualize the algorithm for each team, or for each individual player?
Because it gets unfair and unfun when one team gets bad dice and the other team(s) get good dice.
When the dice randomly 'assign' bad dice to both players on the same team, because it 'randomly chose' 2 players, and they happened to be on the same team, its a futile game experience... (I know it probably doesn't work the way I am describing, but the point is the same).

(In a 'free for all' game, one player's bad dice doesn't necessarily cost him/her the game, because, the other players may also have bad dice, and also, if there is more than one other player, they still have to be concerned for each other.)
UltrasPlot wrote:
http://dominating12.com/?cmd=game&sec=play&id=334209

^^^ says it all. ^^^
Yes, I made 2p pairs. Matty look into it please. ;)

EDIT: After BETA resigned in humiliation ";D", we both got free tokens and zero points. o_O
Vexer wrote:
Matty allowed 2p pairs and 3p triads for testing purposes so that he only had to have 3 browsers open and play 3 players to test things. It will be disabled when the beta version is released.

@BETA, about the dice, what you have written is almost funny. The way you wrote it makes it sound as if the server predetermines at the start of the game who will get good dice and who will get bad dice.

For each roll a number between 1 and 6 is randomly chosen. What the result are depends on your luck. If you and your teammate get bad rolls then that's just bad luck and not the server choosing you to lose.

When team games are enabled we will also enable the "Balanced Dice" option. The difference will be that in 3 dice vs 2 dice battles both sides will lose 1 troop each about 66% of the time whereas with normal dice it's only 33% of the time. This will effectively reduce the role of luck and increase the role of strategy in the game. Just keep in mind that still a third of the time you won't get the dice you were expecting, which will keep things interesting but still possibly frustrate you.
Matty wrote:
I can disable that for anyone but me if you like.

But yes, that's on purpose, cause now I can test games with just me and Mathy
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
UltrasPlot wrote:
lol ok. just wondering because all I saw was "loophole for free tokens." (didn't abuse it :$)
Matty wrote:
I just removed it (I think, as I am always using the Matty account of course).
So for as far as I know there is only one loophole left for free tokens (a pain to fix, and quite unnescessary, will do so in a year or 5).

I'll bet you a hundred tokens you can't find that one xD
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria