Topic: Suggestion to change collector win condition
einstein13 |
Posted at: 2015-03-24, 20:33
For me it is incorrect statement I've seen many times almost death / almost win only because of luck. When two opponents clash there are two major things: their power and luck. If their powers are unequal, luck can push the win further in time. But when powers are almost equal, luck is very effective. Ok, I should calculate some factors, but for me now it is pretty unfair that lvl 4 soldier can kill lvl 10 soldier with almost no harm (I've seen that situation many times in my life). einstein13 |
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king_of_nowhere Topic Opener |
Posted at: 2015-03-25, 01:36
You are coonfusing luck in a single fight with luck in the overall game. sure, the single fight is pretty random, but on large numbers the statistics tend to even out. the only case when luck really is decisive is when the map is small and each side only has 2 or 3 level 10 soldiers, in which case it's a 50% each and if one is lucky and win both fights he will win the game before his opponent can make more level 10 soldiers. but that's a fairly rare case. in pratiice, you almost always have big enough numbers that it stops being luck and it becomes statistics. Top Quote |
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einstein13 |
Posted at: 2015-03-25, 09:29
As you mentioned, luck can win or lose game. For me it is quite frequent situation. Especially with my style of game where I don't care about early game. If you defeat my weak (but evaded!) defence, you will win the war. But it is luck. Mostly luck.
For me it is frequent. I have another experience einstein13 |
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einstein13 |
Posted at: 2015-05-04, 23:58
So I used this table to get the stats for creating wares. My proposal is to get the points from sum:
"Factory" is not a smelther! It can be Axe factory, Weaponsmithy or any other :). So basic iron will cost as 1 point, gold for Barbarians Ax = Axe ??
Empire Spear = Lance ??
Atlanteans
The basic idea is to have lots of points from hard-to-create very complex wares like heavy double trident, plate armor or warriors axe. For current stats (and points) one of the best strategy is to create only basic materials and gain lots of points from them (f.e.: gold, wood lance and helms). If something is not correctly calculated or you have another proposal, just write Edited: 2015-05-05, 00:02
einstein13 |
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king_of_nowhere Topic Opener |
Posted at: 2015-05-05, 00:06
having a golden tabard worth no more than a gold ingot is not good, since it takes a gold ingot and other resources to make. I think 4 for the golden tabard would be fine. In fact, it takes as much as a tabard to make, it ccosts one extra gold, so it being worth like tabard + gold makes sense. For everything else, seems better than the current points. Top Quote |
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einstein13 |
Posted at: 2015-05-05, 03:03
I was thinking about that before, but it doesn't make any sense: if you take and advantage for Atleantans, you have to do the same for the rest of similar cases. And all the points have to be tweaked again. I proposed simple math to do every calculation. It can be implemented, not hardcoded. If you propose something else, I am listening Or you will find "number of steps" + 1 for golden tabard. I don't like playing Atleantans. For me it is not intuitive in 100%. So maybe you will propose all the table for them? But remember that if you have more possibilities to make points, you will gain them much faster. Edited: 2015-05-05, 03:06
einstein13 |
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teppo |
Posted at: 2015-05-05, 06:45
I would like to make the the win point strategy to resemble the geometric mean of wares of each type. with "resembling" I mean that a score constituent could be, for example, "ware_count + small_integer", to prevent the score from collapsing to zero when a ware count goes to zero (and still keep the offset small, to make "collect huge amounts of water" a dumb strategy). .. with a corrective factor if the number of wares between tribes is not equal. This way, the player does not need to memorize tables like that to play efficiently. Top Quote |
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einstein13 |
Posted at: 2015-05-05, 19:08
@teppo: I don't understand your point here. "Collect huge amounts of water" is not a strategy- you don't gain any point from water. And about the "table": you have the table all the time you play the game. Here, on the forum you can see whole calculations and compare everything, but during the game you can see the results all the time. You have the table for each player every 10 minutes. It is fast enough to see all the results and think without looking for the table. einstein13 |
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teppo |
Posted at: 2015-05-05, 19:23
einstein, You are right: water does not contribute to the victory score, now. I would like to change the current system, where some military stuff gives points, into something else which rewards when there is a bit of everything in the store. Water included. Top Quote |
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GunChleoc |
Posted at: 2015-05-05, 19:28
This adding a bit for all wares would be interesting for gameplay, but I am wondering how we could represent this in the GUI then - currently, the user sees a list of all wares that give points for all players. If the ware list should become longer than it is, this would make it more difficult to handle for players. Displaying a full list then would involve endless scrolling. Busy indexing nil values Top Quote |