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    The most common complaint I hear about Weewar is that blue and red are not balanced.  Sometimes this is stated accurately, sometimes overstated.  In any case, I suggest that when starting a game, the game creator has the option of choosing color, or making that choice random (with the latter being the default).

    2008-04-01 15:33:42.0

    Randomizing or making selectable the starting colours for each player has been suggested.

    2008-04-01 15:40:15.0

    Would it be a good idea maybe that the person who starts the map, can NOT choose the color, but the person who decides to play against him can?

    2008-04-06 09:40:02.0

    absolutely, I second peters suggestion, dont think it will happen though

    2008-04-06 11:33:04.0

    Something like that could be done as a matter of friendly rules, but I'm not sure I'd like that to be forced.

    2008-04-06 17:25:40.0

    Thing with friendly rules does not work if most your mates are non-pro. I am the only pro in my office, so between us, I need to start every game, hence I am always blue. Starts to annoy me. Anyway, it gets problematic if there are more than 2 players, who chooses first then?

    2008-04-07 04:04:51.0

    First player on choosing the color is a good idea. If weewar keeps track of which order the colors are chosen, then they'll be able to figure out generic player preference. Some player are naturally better at certain positions than others based on play style etc. So there are limits. I wouldn't want randomization because all maps are not play balanced for all positions.

    @peter777: It is a nice concept, but the player who plays against doesn't have to chose the game and it prevents a player from saying "I like this map. i want to play this map. I want to be this color." And players can always agree on who will be which colors and positions.

    If players get to choose, then positions could be colorless until player order is determined. But then that really messes with trying to balance red and blue.

    2008-04-07 16:25:56.0

    Balancing Red and Blue depends on the map, the starting credits, first thru third turn ability to capture bases, and income per base. If both players play very well, then on turns 1 through 12 they should have income with 5% or 500 credits of the other player depending on the number of bases and base income. Furthermore, a map that has all bases, harbors and airfields captured should end with both players receiving a roughly equal share. IF players are not equally matched or not playing well that day, then the imbalance will exist no matter what a map maker does. Broken maps are the most imbalancing. Player skill is the second most imbalancing factor.

    2008-04-07 16:34:39.0

    "But then that really messes with trying to balance red and blue."  By colour choice, I assumed we meant turn order.

    2008-04-07 19:26:02.0

    I understood what you meant.

    2008-04-08 06:12:14.0

    Okay. :)

    2008-04-08 07:05:03.0
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