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cycling spoils

PostPosted: Mon Feb 14, 2011 2:08 pm
by Mr_Adams
Concise description:
Alternate name: fluctuating spoils.
by round, cards would be worth 2, 4, 6, 8, 10, 8, 6, 4, 2, 4, 6, 8, 10... for round 1, 2, 3, 4, 5...

This will improve the site because:
Spoils would be determined by the round, so that the timing of the spoils is important like in escalating, but doesn't kill the map specific strategy that is more important in flat or no cards on maps like classic, Asia, Australia, ect.
Cards would still be useless in City Mogul. :lol:

Re: Trig spoils

PostPosted: Mon Feb 14, 2011 9:52 pm
by rdsrds2120
I think everyone would know what this was if you said "cyclic" spoils or something like that. Or, with where you started, a sin spoils set. lol.

-rd

Re: Trig spoils

PostPosted: Mon Feb 14, 2011 10:22 pm
by Army of GOD
I thought he meant instead of red, blue and green, we have sine, cosine and tangent cards. 2 sine and 2 cosine cards give you 1 troop.

Re: Trig spoils

PostPosted: Mon Feb 14, 2011 10:30 pm
by rdsrds2120
Army of GOD wrote:I thought he meant instead of red, blue and green, we have sine, cosine and tangent cards. 2 sine and 2 cosine cards give you 1 troop.


YOU MUST SQUARE THEM FIRST.

Also, I'm not really sure if I would like this setting. Seems...so...unenjoyable. idk. That's just my thoughts.

-rd

Re: Trig spoils

PostPosted: Mon Feb 14, 2011 10:33 pm
by Army of GOD
rdsrds2120 wrote:
Army of GOD wrote:I thought he meant instead of red, blue and green, we have sine, cosine and tangent cards. 2 sine and 2 cosine cards give you 1 troop.


YOU MUST SQUARE THEM FIRST.

Also, I'm not really sure if I would like this setting. Seems...so...unenjoyable. idk. That's just my thoughts.

-rd


Well 2 sines would be sin*sin, not 2sin.

Also, if you have a tangent card, you either get 0 or an infinite amount of reinforcements.

Re: cycling spoils

PostPosted: Mon Feb 14, 2011 10:46 pm
by rdsrds2120
How am I supposed to assume that you multiply them when turning them in? I'm not. Bam.

Mr_Adams, would making the rate at which they increase after they reach a local max be cool? I think that'd be swell.

-rd

Re: cycling spoils

PostPosted: Mon Feb 14, 2011 10:49 pm
by Army of GOD
Sinusoidal spoils sounds cooler. And though this isn't a bad idea, it has almost no chance...no offense Adams.

Re: cycling spoils

PostPosted: Mon Feb 14, 2011 11:19 pm
by Victor Sullivan
If you cash in three sine spoils, wouldn't it be sine + sine + sine or 3sin? Anyways, I like your idea, Adams, we'll see if it goes anywhere.

Re: cycling spoils

PostPosted: Mon Feb 14, 2011 11:31 pm
by Mr_Adams
rdsrds2120 wrote:How am I supposed to assume that you multiply them when turning them in? I'm not. Bam.

Mr_Adams, would making the rate at which they increase after they reach a local max be cool? I think that'd be swell.

-rd


I don't quite get what you are saying. Your question seems unfinished.

Re: Trig spoils

PostPosted: Mon Feb 14, 2011 11:58 pm
by maasman
Army of GOD wrote:
Also, if you have a tangent card, you either get 0 or an infinite amount of reinforcements.

Why should tangent be at only 0 or pi/2?
I think the round number should determine the angle of the cards in radians.

Re: cycling spoils

PostPosted: Tue Feb 15, 2011 9:08 pm
by rdsrds2120
Mr_Adams wrote:
rdsrds2120 wrote:How am I supposed to assume that you multiply them when turning them in? I'm not. Bam.

Mr_Adams, would making the rate at which they increase after they reach a local max be cool? I think that'd be swell.

-rd


I don't quite get what you are saying. Your question seems unfinished.


Card order:

4 6 8 10 8 6 4 7 10 13 10 7 4 8 12 16

When it starts to rise again, it rises by an increasing amount after each cycle. Each max where it starts to decrease is called a 'local max'.

-rd

Re: cycling spoils

PostPosted: Tue Feb 15, 2011 9:13 pm
by 40kguy
this would ruin the perpouse of escalating spoils.

have you ever played an esc spoils game? when you play them no one will go after someone till the cashes are worth 15 at least. all games would go stale. you said for specific maps like AOR2 right? well in those games i find that spoils could mean nothing. so this is a terrible idea.


(i know a lot of you probably wont understand my post so dont comment on it.)

Re: cycling spoils

PostPosted: Tue Feb 15, 2011 11:28 pm
by Mr_Adams
rdsrds2120 wrote:
Mr_Adams wrote:
rdsrds2120 wrote:How am I supposed to assume that you multiply them when turning them in? I'm not. Bam.

Mr_Adams, would making the rate at which they increase after they reach a local max be cool? I think that'd be swell.

-rd


I don't quite get what you are saying. Your question seems unfinished.


Card order:

4 6 8 10 8 6 4 7 10 13 10 7 4 8 12 16

When it starts to rise again, it rises by an increasing amount after each cycle. Each max where it starts to decrease is called a 'local max'.

-rd


Yes, I know what a max is, I didn't understand the suggestion, but having it increase with each cycle is intriguing. Would you increase the min, or would that remain 2?

Re: cycling spoils

PostPosted: Tue Feb 15, 2011 11:30 pm
by Mr_Adams
40kguy wrote:this would ruin the perpouse of escalating spoils.

have you ever played an esc spoils game? when you play them no one will go after someone till the cashes are worth 15 at least. all games would go stale. you said for specific maps like AOR2 right? well in those games i find that spoils could mean nothing. so this is a terrible idea.


(i know a lot of you probably wont understand my post so dont comment on it.)



Yes, in the Aor series, City Mogul and a few others (to some extent, fractured America, from my experience) the cards still wouldn't be that important.

Re: cycling spoils

PostPosted: Thu Feb 17, 2011 3:01 pm
by PLAYER57832
40kguy wrote:this would ruin the perpouse of escalating spoils.
[/quote]

Escalating spoils would still be available. This would just be another option.

Re: cycling spoils

PostPosted: Thu Feb 17, 2011 3:04 pm
by PLAYER57832
Mr_Adams wrote:Concise description:
Alternate name: fluctuating spoils.
by round, cards would be worth 2, 4, 6, 8, 10, 8, 6, 4, 2, 4, 6, 8, 10... for round 1, 2, 3, 4, 5...

This will improve the site because:
Spoils would be determined by the round, so that the timing of the spoils is important like in escalating, but doesn't kill the map specific strategy that is more important in flat or no cards on maps like classic, Asia, Australia, ect.
Cards would still be useless in City Mogul. :lol:

It might work well for smaller maps, but overall, I think the impact will be about like no spoils, just with a few extra armies.

That is, it more predictable than fixed (because there you never really know of someone will get 4 or 10 armies), without the benefit of escalating increases. I foresee these games going on and on and on... even more than no spoils, because whatever little gain one has can be offset by spoils.

My vote --no, but since it will be an option I am not extreme about that "no".

Re: cycling spoils

PostPosted: Thu Feb 17, 2011 3:10 pm
by Mr_Adams
Just a concept. maybe next time I get together with my friends, we'll try it out.

Re: cycling spoils

PostPosted: Thu Feb 17, 2011 3:31 pm
by trapyoung
I would be so mad if someone cashed a set against me in Round 1

Re: cycling spoils

PostPosted: Thu Feb 17, 2011 3:39 pm
by Mr_Adams
Well, yes, there would not really ever be an opportunity to cash in round one, it's setting the system up. :roll:

Re: cycling spoils

PostPosted: Thu Feb 17, 2011 4:17 pm
by dr.lucas
wouldn't everyone just wait until round 5, 10, 15, 20.... to cash? and if you were taking a card every round isn't that when everyone could cash for 10 armies? or if in the right position kill a player to cash for potentially 20 armies, just guarantees a sweep in one of these rounds doesn't it?

Re: cycling spoils

PostPosted: Thu Feb 17, 2011 5:00 pm
by Mr_Adams
dr.lucas wrote:wouldn't everyone just wait until round 5, 10, 15, 20.... to cash? and if you were taking a card every round isn't that when everyone could cash for 10 armies? or if in the right position kill a player to cash for potentially 20 armies, just guarantees a sweep in one of these rounds doesn't it?


No, a card every turn, you will be forced to cash at 5, 8, 11, 14, 17, 20 for 10, 4, 6, 8, 2, 8, 6, 4, 10

If you want to cash for ten every time you have to not attack on turns between each cash.

Re: cycling spoils

PostPosted: Fri Feb 18, 2011 1:02 am
by greenoaks
Mr_Adams wrote:
dr.lucas wrote:wouldn't everyone just wait until round 5, 10, 15, 20.... to cash? and if you were taking a card every round isn't that when everyone could cash for 10 armies? or if in the right position kill a player to cash for potentially 20 armies, just guarantees a sweep in one of these rounds doesn't it?


No, a card every turn, you will be forced to cash at 5, 8, 11, 14, 17, 20 for 10, 4, 6, 8, 2, 8, 6, 4, 10

If you want to cash for ten every time you have to not attack on turns between each cash.

which then gets more complicated if the other player is attempting to do the same thing

Re: cycling spoils

PostPosted: Fri Feb 18, 2011 1:22 am
by Mr_Adams
So, it could work. if the cards are made worth enough to be game determining, then you would need to plan for turns where you only deploy, so as not to mess up your cards and get forced into cashing for 2, or 4. It would be quite an interesting game play.

Re: cycling spoils

PostPosted: Fri Mar 04, 2011 3:01 pm
by Queen_Herpes
Mr_Adams wrote:Concise description:
Alternate name: fluctuating spoils.
by round, cards would be worth 2, 4, 6, 8, 10, 8, 6, 4, 2, 4, 6, 8, 10... for round 1, 2, 3, 4, 5...

This will improve the site because:
Spoils would be determined by the round, so that the timing of the spoils is important like in escalating, but doesn't kill the map specific strategy that is more important in flat or no cards on maps like classic, Asia, Australia, ect.
Cards would still be useless in City Mogul. :lol:


Ise the strategy would be to attempt to be the player who cashes the 5th, 13th, 21st sets. I like it for the strategic value in waiting to cash spoils and that if you are the person to get the award of the 5th, the player who cashes after you doesn't get MORE than you do, but less. Great idea.

Re: cycling spoils

PostPosted: Fri Mar 04, 2011 3:26 pm
by Mr_Adams
Well, I was saying have it go by the round number, but if you set it up like escalating, where the number of preceding cashes determines the value, it would be a great freestyle option.

As always, my idea is a concept, to be tweaked and twisted to the community's liking. :D