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Intensity Cubes

PostPosted: Sat Nov 15, 2008 1:22 pm
by The Neon Peon
Concise description:
  • New way of using dice.

Specifics:
  • Okay, the last week for me has been complete BS with the dice. Firstly, I am still down 300 points, even though I have managed to gain 100 back yesterday since the bad luck streak started. I have been losing BS rolls like 30 v 15, 19 v 2, and 12 v 1. (these are rolls to break a bonus, in some cases worth a great deal and undefended. I am not an idiot that goes around attacking 3 v 3, or 2 v 1 and thinking I can win).
  • So, here is my option to solve this dice crap to 90% of the extent. It is easiest to explain if I use and example.

    The dice will still be used, however, they will be forced to stay within 10% (or 15%, or 20%) of the 1 kill per loss mark. So, if in the first turn, I roll a dice an win 1 troop, the second roll will have to lose because then I would be at 100% win. If I have so far won 100 and lost 100, I could lose 10 troops in a row, before these modified dice would come into effect.

    Okay, so lets do this one dice at a time. Assume a 15% away from 50% range.

    Roll 1: I win 2 (100%) troops, the dice adjust themselves to win 1 troop, lose 1 (50%) troop
    Roll 2: I win 1, lose 1 (50%)
    Roll 3: I lose 2 (33%), dice adjust to win one, lose 1 (50%)
    Roll 4: I lose 2 (38%)
    Roll 5: I win 1, lose 1 (40%)
    Roll 6: I lose 2 (33%), dice adjust so that I win 1, lost 1 (41%)
    Roll 7: I win 2 (50%)
    Roll 8: I win 2 (56%)
    Roll 9: I win 2 (61%)
    Roll 10: I win 2 (65%)
    Roll 11: If I win 2, the dice adjust to win 1, lose 1 because I will have passed the 15% range of dice I can roll. I am able to lose 2 for 7 rolls, but then the dice will adjust themselves so that my win rate goes up.

    The more rolls I make, the less the dice adjust, since I have a wider range of possible rolls. Since in most games, hen you are going in for longer, the less you need very fair dice. But on the first round to break a bonus, they can be devastating. This prevents either a person keep on rolling 3 v 3 in the first round and winning because they got good dice, or someone not being able to win a single roll in a game.
  • The theory is this: if the dice were completely equal, the games would never end. This type of dice allows the dice to vary from the normal, but not so far as that one person has a distinct advantage over the other. This is why the limit should probably be 10% or 15%

This will improve the following aspects of the site:
  • No games will be won or lost within the 1st round. We can obviously make this an option for those people who like doodle assassins.
  • Although the dice may still be biased toward the favor of someone, the lower the limit for variation is set, the more strategy is involved in the game.

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 3:29 pm
by Jeff Hardy
i dont quite get it :?

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 3:37 pm
by ManBungalow
I see where you're going, but then the "Intensity cubes" would be as good as fixed. Part of the game is getting near perfect rolls, or satanic rolls :evil:

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 3:53 pm
by PepperJack
So eliminate the possibility of streaks?

I say don't do it because the streaks are mathematically possible (although sometimes improbable).

Also, there is no way that you could get dice in real life to obey some rule as arbitrary as this.

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 3:54 pm
by Inhuman14
ManBungalow wrote:I see where you're going, but then the "Intensity cubes" would be as good as fixed. Part of the game is getting near perfect rolls, or satanic rolls :evil:


Exactly. If you don't like the luck, get out of CC. The dice are random.

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 4:27 pm
by Jeff Hardy
Inhuman14 wrote:The dice are random.

:shock: :o :shock:

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 4:40 pm
by Ditocoaf
Er... you realize, the dice don't roll which side wins. It rolls 2-5 numbers, and then figures out which side won. We may only look at which side has the glowing outlines, but the dice are a bit more complex than flipping a coin. With this in mind, how would you implement your fixing of the dice? Also, I vote no on fixing the dice at all.

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 9:16 pm
by hecter
Ya... I don't think this'll blow over well... "ConquerClub! Now with weighted dice!"

Re: Intensity Cubes

PostPosted: Sat Nov 15, 2008 9:32 pm
by The Neon Peon
hecter wrote:Ya... I don't think this'll blow over well... "ConquerClub! Now with weighted dice!"

Think of it as an Intensity Cube Equalizer. ;)

Re: Intensity Cubes

PostPosted: Thu Nov 27, 2008 9:49 am
by RADAGA
Ditocoaf wrote:Er... you realize, the dice don't roll which side wins. It rolls 2-5 numbers, and then figures out which side won. We may only look at which side has the glowing outlines, but the dice are a bit more complex than flipping a coin. With this in mind, how would you implement your fixing of the dice? Also, I vote no on fixing the dice at all.


Untrue. Since ties favor defence, when the dice rolls 5,5,5,5,5 or 5,4,4,5,4 or 5,1,5,5,5 or 6,6,6,6,6 (seen that one today) or 1,1,1,1,1 (seen that one ALSO today), dice already chose defence to win.

Re: Intensity Cubes

PostPosted: Thu Nov 27, 2008 10:21 am
by MrBenn
Who's still using dice? They're so old-fashioned now!

RADAGA wrote:when the dice rolls 5,5,5,5,5 or 5,4,4,5,4 or 5,1,5,5,5 or 6,6,6,6,6 (seen that one today) or 1,1,1,1,1 (seen that one ALSO today), dice already chose defence to win.

Actually, the numbers don't choose a winner - it's the rules of the game that stipulate how the numbers should be interpreted... The defender will have the advantage in the event of a tie. The attackers advantage comes from having one more number to choose from...

Re: Intensity Cubes

PostPosted: Thu Nov 27, 2008 10:43 am
by spiesr
He knows that the dice are seperate from who wins. He is suggesting that you change it so that it comes up with who wins instead of random numbers.