New feature: Consumable boosts

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Re: New feature: Consumable boosts

Postby Ratburntro44 » Fri Oct 07, 2011 9:26 pm

Norman Bates wrote:I like the idea, but only if you have the ability to turn it off before starting the game.


What he said. Why didn't you respond to me Lopdo?
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Re: New feature: Consumable boosts

Postby Lopdo » Fri Oct 07, 2011 9:31 pm

I am still thinking about it... there is already too many options for my taste, it is getting confusing (not for you, I know)
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Re: New feature: Consumable boosts

Postby techgump » Fri Oct 07, 2011 9:48 pm

If you do boosts on a turn basis, all you are doing is even further advancing the advantage of the first players to go. So they can use boosts before my turn is even started. By the time I can attack them, they have killed me with their attack bonus, and defended against me with the defence. This simply will not work with boosts. Likewise, even if you allotted for it during placement of start location in conquer type game mode, I pretty much have no choice as a person that goes later in line to immediately use a defence bonus, because I don't know that the potential person right next to me is not going to use an attack bonus. Therefore, the person that goes first has at least one round gain of not having to spend a defence bonus, while having the option to use the attack bonus if needed.
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Re: New feature: Consumable boosts

Postby Lopdo » Fri Oct 07, 2011 9:53 pm

hmm... you are right, I might disable boosts for first 3 turns or so
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Re: New feature: Consumable boosts

Postby techgump » Fri Oct 07, 2011 9:55 pm

IMO, that is still not sufficient.
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Re: New feature: Consumable boosts

Postby Chess435 » Fri Oct 07, 2011 10:02 pm

techgump wrote:IMO, that is still not sufficient.


How many do you think it should be? 5? 7?
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Re: New feature: Consumable boosts

Postby techgump » Fri Oct 07, 2011 10:21 pm

It's a tough question to answer. No matter how many turns, doing it on a turn basis give the advantage to the first player. Moreso, in order to be most fair, this turn number would vary depending on map size, type, and player amount. Hence why I say it should not be turn based.
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Re: New feature: Consumable boosts

Postby gladoscc » Sat Oct 08, 2011 7:21 am

I just want to say, I (and I'm sure many others) play this game because it's a fun strategy game with a bit of luck. This feature would turn it into "pay2win", and like said favors the first turn player too much.

But the idea of consumable items isn't bad, it just needs to not favor paying people.

I suggest making it a percentage bonus (eg 15%), and give everyone except the first player 3 boosts. The first player gets two. In 7 or 8 player matches, the last player gets 4. Kills two birds with one stone.

Also, have some races that increases the bonus given to boosts.
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Re: New feature: Consumable boosts

Postby Lopdo » Sat Oct 08, 2011 1:21 pm

What if I add option to disable all bonuses (upgrades, race bonuses, boosts)? so you can choose if you want to have all or nothing
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Re: New feature: Consumable boosts

Postby Norman Bates » Sat Oct 08, 2011 2:00 pm

Lopdo wrote:What if I add option to disable all bonuses (upgrades, race bonuses, boosts)? so you can choose if you want to have all or nothing


That's what it should be, you don't have to use them if you don't think they're fair.
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