@sree the game hasn't started yet, so I invited you to the game
A quick update on the rules and settings:
- Boot timers will be generous, especially if the map is big. You'll always have a lot of banked time which regenerates over time so no worries if you're not really a fast player - In addition to the change above autoboot is turned on, and vacations are not honored. - Since we don't really have enough player yet to have a real competition, the games will be just for fun and to test stuff. - Anyone of you who suggested to have another map / template every other game, don't worry. I already intended to have a vote for next template when the season is finished. Although I started this I don't want this to be entirely decided by me, anyone can submit a template. I only might change some settings to match them with the rules in the first post.
good idea. For now I only have 1 game open and they don't fill really quick. they are mostly there to notify players of this league, since not everyone actively reads the forums.
I suggest new templates. there are plenty of maps and I think you can really have fun with them but at the end of the day it's fun when everyone is competitive. Keep the templates fresh. I'll even share some templates as we go along and we can play on them too. I think the community should also get to have their templates used.
In concern with other luck factors: 6. All templates will use the manual distribution setting, with the exception when every start is equal (example: a template using the 12 bases map can use the automatic distribution when it gives every player 1 entire base) 7. All templates will not use a luck modifier, unless the template isn't as fun to play without a luck modifier 8. All templates will not use the random move order setting. 9. All players who wants to join this competition / league must be willing to invest time in a game.
Umm. Airlift cards, emergency blockade cards, order priority and delay (especially in FFAs) also generate luck. A lots of it. If you want to minimize luck at all cost, you aren't allowed to do many settings.
I'd disagree that using cards generates luck. As long as everyone gets the same set of cards, then using cards at the right moment is just another skill.
Cards can be changed %-wise and say there are 12 cards but players draw 13 or 14 cards, then there's a luck factor. I don't like luck based attacks is what i meant. I think sometimes you could host Tournaments too on these templates, rolling the league with FFA Tournaments as well every now and then so people can try their skill in France Big 5FFA for example.
Give 4 starts Auto Distribution so it's not so much a skill to choose picks but make the Map Template like Strategic 1 v 1 with
4 on territories not in the distribution. Keeps the game skill but it doesn't take skill to pick brilliant starts.
You can easily make large FFA Tournaments though and its not always about chance but about skill and how to manipulate the game ti your favor with blasted Private MSGS.
PM ruins the strategy because you've got to USE your income to vest suit YOUR position. You may see a stronger player and
think that it's stupid not to focus on him to increase your own chances then my mutual feeling your opponent is thinking the exact same thing to keep balance. You don't have to Talk to each other. You are enemies and sometimes to suit ones own personal gain they by chance focus on the most threatening player leaving no one to cheat and create real pacts. That is unfair. If you have a concern i recommend playing without fog or using recon cards.
Hexagon War (U-Hex-A if you want to talk hexagon maps) is a good make to use the Map Creator's Distribution option on or large FFAs of that type don't get me wrong. Like was aforementioned with 12 bases but auto distribution should be left up when we're given 3 starts on a template like Huge Germany. Leave it up to skill to collect bonuses from there is all I'm saying. Picking is another skill entirely and can leave devastating effects.
I'd disagree that using cards generates luck. As long as everyone gets the same set of cards, then using cards at the right moment is just another skill. By same logic Multi-Attack games are pure skill. Some cards force you to guess what will opponent do. Sometimes it is OK (blockades), sometimes it feels random (e-block, airlift to front).
I see your point, and I do agree with you. But if we leave out all those cards you will just create the same games but on different maps. Imo these cards must existed out of a lot of parts, to ensure you can't just airlift your armies from one front to another. @elbee makes a good point that the cards will be strategic as long as every player gets the same set, and I think this will always be the case in this league.
@joeydavis761
auto distribution is a setting we'll test out for sure. It comes with some luck, but picking in a 40 FFA game on a relative small map will mostly give the same outcome as auto distribution since the chances of getting your 4 first picks are really small. You make a good point that players should have the skill to make use of the starts given to them. Imo templates with up to 10 players should have manual distribution, and templates from 10 to 40 players can use the auto distribution setting. But like I said, we'll test this out before implementing it in the rules. tournaments can be a part of the league for sure, but don't have to. We can always host tourneys just for fun, they don't have to count towards the league so everyone can join and experience the rules for themselves.
@everyone
I might make rules for template making, seperating settings like luck factor and move order from the more important rules. This way the rules for template making can be really specific without removing the focus of the main rules. This is still a work in progress and things are still changing to provide the best experience to all the players. At the end of the week I will give another update on all of this
Just please don't use Emergency Blockades and be sparing with the Airlifts.
I've seen too many games with too many EB and Airlift cards. The worst are games are those with lots of EBs that have high rates like 500% . . . makes it far too easy to punish attackers, and far too easy to defend your territory, so you can too easily recover from mistakes. Bad decisions and mistakes should have consequences.
Late Airlifts helps with the issue but that is a mod so not applicable to most games.
Too many priority/delay cards is similar. Part of the game is ascertaining what the move order is, but if you have 10+ people using cards all the time, misinformation muddies the water.
It does reduce the strategy, or at least muddies it up. Yes, it's fair b/c everyone has the same cards, but it changes the game dynamics. A game can be fair while still reducing the amount of strategy involved. Think of Crazy 8's or checkers vs chess or Go. All these games have strategies, but I don't think anyone will argue that Crazy 8's or checkers has deeper strategy than chess or Go. Too many cards tends to make a game more like Crazy 8's than chess.