Tangler Discussion Forums

Discuss

Topics

Click a Topicto start discussing

    I was just thinking about unbalanced maps, and a thought struck me (ouch).  What if win, loss and draw counts were kept for every map on a per-colour basis.  i.e. blue wins this % of of the time on Map X, red wins that % of the time, etc.  Besides the obvious benefit to players of making such information public, you could adjust scoring by some factor based on these numbers.  The idea would be that, for a given Unbalanced Map, wherein yellow is rather disadvantaged, and seems to win only 20% of the time, you could award (and subtract), say, 2.2 times the normal point gain/loss if yellow were to eliminate someone.  This way, really good players that want to strut their stuff can deliberately try to play a weak position on a map, and show off their masterful weewar fu.

    That's the general idea.  I'm thinking actual implementation will need some careful thought to eliminate vectors for abuse, and to handle things like surrenders, kicks, etc.

    2008-05-21 05:28:48.0

    i think i get what you're saying.  another idea that i came across a couple months ago in the book "beyond a.i." is the idea of game symmetry.  this is not related to the map symmetry that we've talked about before, but rather turn symmetry.  what if in a 2 player game there was no player 1 or 2.  that is blue and red would take their turn at the same time.  now not literally at the same time, but whoever happend to truly play second wouldn't know what the first person did.  that would also mean that when you think you are attacking, you might not really be, because the other player may have moved their unit.  i bet someone will come up with at least one big reason why this won't work, but i felt i ought to throw it out there. :)

    2008-05-21 08:47:41.0

    There are games that do this, such as my STCA.  You issue your orders to your little AI units, and they more or less follow the orders, unless the "action" in the turn prevents them.  For example, you tell two units to kill one enemy unit; if the first one does the job already, then your second unit cannot possibly carry out its orders.

    I seriously doubt the weewar devs would head in this direction, as it would be a rather huge shift in game mechanics and backend programming, methinks.

    2008-05-21 08:54:07.0

    But I still like the idea in games in general, even if not specifically for weewar.

    2008-05-21 08:54:26.0

    Interesting ideas - both would add a fair deal of complexity to the game though.

    luckymustard's idea is similar to gameplay of Diplomacy, if anyone's ever played that. http://en.wikipedia.org/wiki/Diplomacy_%28game%29  Personally, I think this would be a huge shift, as Pistos just wrote as I am writing this, but would be interesting for a Weewar variant, if the devs decide to create different gameplay versions in the future.

    2008-05-21 08:57:20.0

    I'd settle for being able to pick a color when creating/joining a game. IE not being forced to be blue as the game creator, and not being forced into the next color.

    2008-05-27 03:15:16.0

    Been asked for.

    2008-05-27 08:29:16.0

    Also variations like first-come, first-served for colours.

    2008-05-27 08:30:16.0

    yea, same. I'm for chosing colours too..

    2008-05-27 18:22:45.0
To send a message, Join Now (it's quick and free) or Sign In
Edit Topic
Delete Topic
Are you sure you want to delete the topic