by seekmeup41 on Thu Jul 08, 2010 10:09 am
This is exactly correct Darwin. To be precise:
1) At the start of a game, the CC powers that be randomly select a dice pool size, say between 30 and 600, with a pool size divisible by 6 with each of the 6 dice equally represented. This pool size is always unknown to the player, but the pool size is the same for all players and for computer.
2) As play starts, the dice are randomly selected from this initial pool size (e.g., 120) for each player and computer.
3) The dice are drawn from this example pool of 120 whether you are attacker or defender; thus you can only track the dice when they are visible on your attacking turn.
4) Once these initial 120 dice are used up, a new pool is created (again from say 30 to 600 and unknown to all players) and you begin randomly drawing dice from this pool. Different players/computer will finish their first pool at different times but each pool size is the same for every player.
5) Thus, assuming every person rolled the same number of dice in a game, you can have different outcomes depending on when you roll your best dice, but every player should roll approximately the same number of dice (or exactly the same number of dice up to the point of the most recent dice pool from which each player is currently drawing).
Advantages:
1) Every player will have rolled approximately the same number of 6s RATHER than the current design where everyone has the same ODDS of rolling a 6.
2) Very unlikely that attacks with large disparity between attacker defender armies will result contrary to what might be predicted by dice odds; e.g., you should not lose on 30vs6.
Disadvantages:
1) It is possible to make a slight prediction about what your chance of rolling a 6 will be. Granted, you do not know the dice pool size, nor do you know when you or your opponents pool is refreshed, nor do you know what dice you roll when you are defending. Nonetheless, you can make assumptions about what might happen assuming a small pool size and tracking recent dice history and infer dice likelihoods from that. To be honest though, this is not much different from the current dice odds calculator plugin which gives you information about the likelihood of winning based on number of attacker/defender dice. However, if people were still overly concerned about this issue, you could make the dice invisible so it would it incredibly difficult to make a reliable prediction about what dice you might get on future rolls.
2) However, one might argue that the inclusion of this small amount of certainty might make the game all the more interesting. Plugins could be made tell you the odds of drawing a 6 given your recent history of rolls and might alter when you decide to attack. Perhaps you might choose to waste your upcoming bad rolls on single neutrals to gain territories. Or if you think you have good rolls coming, perhaps you might want to sit and defend knowing your 6s will always win.
There is no defense I can give for people who love the randomness of the dice as they currently are. People like to think they still have a chance at winning when they are vastly outnumbered. That is fine. I am not trying to change that aspect of the game. I am simply proposing another game "option" for those of us that are simply tired of outrageously poor dice or listening to dice whiners. With my option, if you lose, you can hardly blame it on the dice other than the order in which your dice were rolled. Thus, my option places a large emphasis on strategy which is what I want my rank to be based on rather than winning points on lucky dice.
Seek