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First round

PostPosted: Sat Mar 10, 2012 7:32 pm
by magves
I have said this idea before, and saying it again because of low response last time. I would like to see the first round of play as a round where you CAN`T attack, just place defensive boosts. This in order to try to even the odds a bit between starting first and last.

What do you guys think? Ideas?

/magves

Re: First round

PostPosted: Sat Mar 10, 2012 7:44 pm
by Lopoi2
This is not good in full map games. And useless in conquer games.

Re: First round

PostPosted: Sat Mar 10, 2012 7:47 pm
by techgump
This is not good in full map games. And useless in conquer games.

How so? I can see how it would help in any mode. It would definitely subtract from the FPA. It's a consideration Lopdo should make IMO.

Re: First round

PostPosted: Sat Mar 10, 2012 7:57 pm
by magves
Lopoi2 wrote:This is not good in full map games. And useless in conquer games.


Why not? In a full game you will at least have the chance to "protect" your "key" territories before the attacks start.

Re: First round

PostPosted: Sat Mar 10, 2012 8:09 pm
by hunter102321
It is useless in conquer modes, It is only good for full map but you can only take away the advantage of first turn by so much because they will still get to attack first next turn defense boosts or not.

It is useless in conquer because people who "spawn" next to each other will end up fighting anyway with the same amount of units on either side. It would also kill off someone trying to spawn at the end of a tunnel becuase if they get blocked the other player has the advantage immediately with 2 territories after the first round instead of one.

Re: First round

PostPosted: Sat Mar 10, 2012 8:28 pm
by Awesome400
I actually think this is a good idea. It helps people who usually dont have good luck (like me) still have a chance in games with multiple people. The only bad thing I see coming out of this is that it helps players (winks toward techgump) that would probably win in any situation have a higher chance of winning.

Re: First round

PostPosted: Sat Mar 10, 2012 8:31 pm
by techgump
hunter102321 wrote:It is useless in conquer modes,

I disagree that it would be useless in conquor. Right now, players that start next to someone else and go first in turn can use an attack boost and gain a ~78% win probability. That means as it stands, players that go after another they are spawned by, have a roughly 78% chance of losing the game on the very first turn. At least with defense boosts, this FPA win ratio is very much reduced and returns to a more 50/50 scenario. This very much levels the playing field by giving the defender a chance to equalize the attack boost with a defense boost.

Otherwise, of course you cannot elimination the FPA with defense boosts alone, and I don't think that is the goal... but it is undoubtedly a way to help alleviate it.

As for full map, I find that going first is a disadvantage in itself. There is little if any FPA in most games I play. However, I still think it would be a nice option, as going last is still no advantage either :), and every little bit helps to at least have a chance as the color poop.

and lol awesome400.

Re: First round

PostPosted: Sat Mar 10, 2012 8:45 pm
by hunter102321
You obviously don't play conquer much techgump. If you did you would know that you can place a defense boost when you spawn so you don't need an extra turn. The only mode i can see this seriously affecting is full map manual because that is where turn matters most.

Re: First round

PostPosted: Sat Mar 10, 2012 8:59 pm
by Awesome400
hunter102321 wrote:You obviously don't play conquer much techgump. If you did you would know that you can place a defense boost when you spawn so you don't need an extra turn. The only mode i can see this seriously affecting is full map manual because that is where turn matters most.


I really dont think you can say techgump doesnt play ANY type at all seeing his lvl. ;) Seeing as how this would only seriously affect full map I dont see it affecting me much seeing as how I only play Fullmap 15% of the time (the other 85% conquer)

Re: First round

PostPosted: Sat Mar 10, 2012 9:04 pm
by hunter102321
Awesome400 wrote:
hunter102321 wrote:You obviously don't play conquer much techgump. If you did you would know that you can place a defense boost when you spawn so you don't need an extra turn. The only mode i can see this seriously affecting is full map manual because that is where turn matters most.


I really don't think you can say techgump doesn't play ANY type at all seeing his lvl. ;) Seeing as how this would only seriously affect full map I dont see it affecting me much seeing as how I only play Fullmap 15% of the time (the other 85% conquer)

I mostly play conquer too and i didn't say he doesn't or never plays conquer just not often, i am pretty sure he mostly plays fullmap and random unit placement so he wouldn't remember that you can place a defense boost at spawn.