Page 1 of 1

Drop Rules

PostPosted: Wed Mar 26, 2008 11:26 pm
by Theguyoverthere
Concise description:
  • Have pseudo random drops, controlled by certain happenings.

Specifics:
  • Make sure no one starts with a continent, or more than like 75% of one.
  • For example, during the game's random drop process, if one color owns all of 75% or more of a continent (like austrailia or South America), then the game does a different drop, and if this still presents problems, have it keep randomly generating until an acceptable drop is found.
  • If you don't like that idea, then there could be some rules to the drop, thus it being pseudo random using some fancy algorithms.

This will improve the following aspects of the site:
  • Less complaints about drop
  • More strategic games

Re: Drop Rules

PostPosted: Thu Mar 27, 2008 5:05 am
by lozzini
the drop is pure luck, and luck is part of the game, therefor random dropping should not be changed

Re: Drop Rules

PostPosted: Thu Mar 27, 2008 5:41 am
by greenoaks
how would your suggestion make the game more strategic ?

Re: Drop Rules

PostPosted: Thu Mar 27, 2008 6:14 am
by kletka
Well, one can make the game more strategic or at least have more variety by giving several kinds of drops. In the alternative drops, it is a skill, not pure luck how ter-s are allocated.

random
auction
semi-auction

Auction means that each player gets only 1 ter randomly and 100 points to bid on the remaining territories. Bids are done within the first 24 hours (or minutes) simultaneously. Each ter is decided randomly between all the highest bidders...

Semi-auction means that each player still gets the same number of territories. The territories with the highest bids are allocated first. As soon as a player gets the required number, he is dropping out of all the remaining ter-s...

BTW, in a sequential game it is essential to know who goes first before the auction...

Re: Drop Rules

PostPosted: Thu Mar 27, 2008 6:54 am
by greenoaks
kletka wrote:Well, one can make the game more strategic or at least have more variety by giving several kinds of drops. In the alternative drops, it is a skill, not pure luck how ter-s are allocated.

random
auction
semi-auction

Auction means that each player gets only 1 ter randomly and 100 points to bid on the remaining territories. Bids are done within the first 24 hours (or minutes) simultaneously. Each ter is decided randomly between all the highest bidders...

Semi-auction means that each player still gets the same number of territories. The territories with the highest bids are allocated first. As soon as a player gets the required number, he is dropping out of all the remaining ter-s...

BTW, in a sequential game it is essential to know who goes first before the auction...

i didn't ask how you would make it more strategic, i asked the initiator of this thread how changing the drop to a different type of drop would automatically make the game more strategic. in his suggestion there would still only be one type of drop, no game play option like we have for forts.

Re: Drop Rules

PostPosted: Thu Mar 27, 2008 4:21 pm
by Theguyoverthere
Having better drops could easily make the game more strategic by taking away that luck factor. If someone gets lucky and gets all of australia, he's got a major advantage because of luck. If people had to work for initial continents, they'd have to use strategy to get them, not lucky drops.

Re: Drop Rules

PostPosted: Fri Mar 28, 2008 10:07 pm
by Theguyoverthere
No one finds it annoying when someone starts with a continent?

Re: Drop Rules

PostPosted: Fri Mar 28, 2008 10:11 pm
by Ditocoaf
I think it certainly takes away a lot of the strategy in a game when one person starts with an advantage. I don't really see this as necessary though. I'd be happy if it happened, but I'm not really complaining about the status quo.

Re: Drop Rules

PostPosted: Sat Mar 29, 2008 12:42 am
by greenoaks
Theguyoverthere wrote:Having better drops could easily make the game more strategic by taking away that luck factor. If someone gets lucky and gets all of australia, he's got a major advantage because of luck. If people had to work for initial continents, they'd have to use strategy to get them, not lucky drops.
wouldn't overcoming someone who got a better start than you require more strategy and skill than if you all had the same start ?

Re: Drop Rules

PostPosted: Sat Mar 29, 2008 12:46 am
by Ditocoaf
greenoaks wrote:
Theguyoverthere wrote:Having better drops could easily make the game more strategic by taking away that luck factor. If someone gets lucky and gets all of australia, he's got a major advantage because of luck. If people had to work for initial continents, they'd have to use strategy to get them, not lucky drops.
wouldn't overcoming someone who got a better start than you require more strategy and skill than if you all had the same start ?

Yes, I suppose it requires one person to be better, but it also allows the other person to play without any strategy at all, and still have a good shot at winning. I think the idea of "increasing strategy" here is having the game's outcome dependent more on skill, and less on luck. Even random dice are okay, because part of strategy is preparing for the possibility of bad rolls... but you can't prepare for bad drops, they just happen. One person is in the lead without exerting any effort at all.