dpache: I understand that, and I agree that's fine. I agree that the most problematic part of this is that people are likely to cry collusion when it's not really there (not everyone has to attack everyone with the same strength all the time... that's strategic choices). But I'm against all undeclared alliances as a general policy... just not necessarily making a rule against all of them.
Posted 18 May 08 in Weewar
oh, i don't mean that a map has to be played a ton. just that they need to be played SOME to be a "favorite"
Posted 18 May 08 in Weewar
Maybe a formula that takes into account the tournament's average player rating? Something as simple as:
Win in Round 1: 10* (Average Rating/1500)
Win in Round 2: 20* (Average Rating/1500), etc.
Posted 14 May 08 in Weewar
I agree with Pistos. I think especially with map makers' inability to tweak the cost of units (a current weakness the game has) that having units with weaknesses as well as strengths is preferable. It leads to a more dynamic game, and lord knows that WeeWar needs all the dynamism it can get.
Posted 14 May 08 in Weewar
Bailing/kicked players imbalance multiplayer games?
it would be nice to have stats that say how often a player gets kicked for time. Harder though is the surrendering option. if we include that stat, it'll encourage players to grind out every game even though it's a lost cause. that's not fun.
Posted 11 May 08 in Weewar
I'm curious why if i hit battle a number of times with the same setup the percentages are slightly different each time. i understand there’s randomness figured in, but that’s what the percentages are supposed to show, right?
Posted 03 May 08 in Weewar
anyone else have the problem that Blue's Hovercrafts don't show up? All i get are the numbers from them. This is fine 90% of the time, but occasionally I'll overlook a hovercraft.
Posted 03 May 08 in Weewar
Total Messages: 25
Topics Created: 1