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2 Player games, starting with even reinforcements

PostPosted: Thu Sep 15, 2011 5:06 pm
by BigFuzzyBunny
Everyone knows that the person to go first in a 2 player game has (in my estimation about a 70% better) chance of winning. I believe that the main reason for this is the number of reinforcement troops that the first player (to go) receives vs. the number of reinforcements the second player receives.

On a decent sized map, the amount of damage that the first player can do during their first turn can eliminate most of the armies that then second player will receive at the beginning of their first turn. For example on a medium sized map, the first player would get around 10 to 15 troops and he can usually do enough damage so that when the other player gets his first turn he will only receive 5 to 8 troops. Thus, who ever goes first has a massive advantage.

I would like to propose that in 2 player games, each player gets the exact same number of troops at the beginning of their first turn (regardless of how much damage player 1 does on his first turn), and normal rules would resume during the first player's second turn (hopefully that is understandable). This would allow the second player a fighting chance. Player 1 would still have an advantage (first blood), but i think it would make them a lot better games.

Thoughts?

Re: 2 Player games, starting with even reinforcements

PostPosted: Fri Sep 16, 2011 1:14 am
by chapcrap
I guess that would work to help lessen the advantage of going first and also getting crappy drops, but I see some problems. What if 1 player drops a bonus, do they still get the same number even though one has a bonus and the other doesn't? Coding. This seems like it would be difficult to implement for every map. They all have set structures for troop deployment. Trying to change the structure for only 1 round may be hard to do. I'm not a Tech Teamer, but it seems hard to me.

I wouldn't mind something similar to this to make the first turn even, but the fact is, the randomness of going first or not is part of what I like.

Re: 2 Player games, starting with even reinforcements

PostPosted: Wed Sep 21, 2011 12:00 pm
by BigFuzzyBunny
I was thinking more based on region/troop count (so if player 1 gets a bonus drop that wouldn't count). Of course this wouldn't be needed for maps like Feudal War (where you both start in your corners), but standard maps like Classic it could help even the tables. Say on Classic, someone get's dropped all of AU, then they would still get the 2 extra - is what I was thinking anyway.