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jigger1986 wrote:When I first started playing this game a little over a year ago, I started playing map and settings that were alot different that the original board game, that is fairly similar to this site. Because of this I played alot of flat rate games. People on this site seem to think that flat rate games favour only the lucky, and that any real test of skill must be done either esc, or ns. Althought what I have said above for the most part is true. There is skill and stratedy involved in flat rate games, perhaps more than people realize. The main differene in that flat rate, is generally a longer, socially stratigical game, where diplomacy is often a huge factor. It seems alot of people I meet are just not up for diplomacy in standard games, so I want to see what the public really thinks. What do you think about diplomacy in standard game? The reason I ask is that over the past 6 months or so I have switch from a 6 player standard gamer, to more of a 1v1, and team player. I am starting to find it boring, and want to move back to 5-6 player flat rate games where people talk, and strategize, make alliances, and back stab, and dont get 0 ratings bc of it. And I want to play these games with other people closer to my rank. I just wondered what you guys think about this? Let me know.
Robinette wrote:Kaskavel wrote:Seriously. Who is the female conqueror of CC?
Depends on what metric you use...
The coolest is squishyg
targetman377 wrote:i think slandered flat rate has a lot of strategy. I also think its funner with that type of playing you cannot really be farmed. also cause its a really basic game. But everything depends upon what you do.
jigger1986 wrote:When I first started playing this game a little over a year ago, I started playing map and settings that were alot different that the original board game, that is fairly similar to this site. Because of this I played alot of flat rate games. People on this site seem to think that flat rate games favour only the lucky, and that any real test of skill must be done either esc, or ns. Althought what I have said above for the most part is true. There is skill and stratedy involved in flat rate games, perhaps more than people realize. The main differene in that flat rate, is generally a longer, socially stratigical game, where diplomacy is often a huge factor. It seems alot of people I meet are just not up for diplomacy in standard games, so I want to see what the public really thinks. What do you think about diplomacy in standard game? The reason I ask is that over the past 6 months or so I have switch from a 6 player standard gamer, to more of a 1v1, and team player. I am starting to find it boring, and want to move back to 5-6 player flat rate games where people talk, and strategize, make alliances, and back stab, and dont get 0 ratings bc of it. And I want to play these games with other people closer to my rank. I just wondered what you guys think about this? Let me know.
riskllama wrote:Koolbak wins this thread.
KoolBak wrote:IMHO, alliances and diplomacy simply cant exist in the same sentance.
riskllama wrote:Koolbak wins this thread.
KoolBak wrote:Well, to me, "diplomacy" includes polite, mature, reasonable discussion / thinking / actions. Alliances, in this case, again to me, represent weak, disgusting, pussies that cant man up. Clear it up for you? lol
Example:
pussy #1 "Hey red; lets gang up on blue cause we both lack spine & balls" (sorry ladies)
pussy #2 "Cool...let's give blue the bone!"
Very un-diplomatic
riskllama wrote:Koolbak wins this thread.
KoolBak wrote:Subjective big guy.....subjective
....surprised me to see you resort to name calling BTW......hmmmmmm......I simply explained my position; we are not arguing semantics - I honestly meant no offense.
riskllama wrote:Koolbak wins this thread.
KoolBak wrote:By the way, I have a question of a personal nature; may I pm you or have I been foed / do you dislike me?
riskllama wrote:Koolbak wins this thread.
Mr Changsha wrote:Has always been my favourte setting, though I prefer no cards if we want to get specific about the thing. The setting has some serious advantages...
1. Score accumalation. I doubt there is a faster way to make colonel than by playing standard flat, no cards. It can be done in as little as 50 games, if the player is 1. good and 2. very map specific and focused. It is possible to have a 40-50% win rate at 8 man no cards...certainly on a map like 2.1 with lots of space.
2. If one is good it is almost always possible to win, no matter the drop. It might take longer with a crappy drop, but it is still possible. Hence the high percentage of wins.
3. The format encourages deals and alliances. This is one of the key way to pervert the natural order of things (the drop) and through the middle game take control.
4. It is a game that is superfically much easier to play than standard escalating, but has hidden depths which, again, allow for very high win rates.
There are issues though...
1. Always play random opponents. I attempted to upset the standard CC wisdom of' never play lots of solid player in flat as the game will stall' by deliberately choosing attack-minded high ranked players for games. They still, in the main, stalled. Strangely, 8 man dubs 2.1 works well with all solid teams...standard does not, regardless of the players natural attacking vigour.
2. While standard flat can get you up to about the 2,500-2,900 range very quickly, I have yet to see (or notice) a player get past 3,000 from this format. While standard flat/no cards players will raise faster than esc. players (in terms of games played) the esc. players can still push on for 3,500 with their 25-30% win rates against all high-class opposition. As mentioned, this doesn't work on flat...the game needs the noobs! Thus, one gets to a point whereby you are winning say 60 points for an 8 man and losing 40...or more. At that point one must switch to no cards teams...which is fine, but not as much fun for the standard player. Or screw the rank as I did, thus making the original setting viable and fun again.
Finally, the trick to playing this setting well is judging the play of those players with less, shall we say, natural ability while keeping a beady eye on those who are a genuine threat. Always try to encourage the stripers out early (ideally without having to say anything) wait for a genuine threat to bite the bullet and take said striper on...and then swoop.
Kiron wrote:Mr Changsha wrote:Has always been my favourte setting, though I prefer no cards if we want to get specific about the thing. The setting has some serious advantages...
1. Score accumalation. I doubt there is a faster way to make colonel than by playing standard flat, no cards. It can be done in as little as 50 games, if the player is 1. good and 2. very map specific and focused. It is possible to have a 40-50% win rate at 8 man no cards...certainly on a map like 2.1 with lots of space.
2. If one is good it is almost always possible to win, no matter the drop. It might take longer with a crappy drop, but it is still possible. Hence the high percentage of wins.
3. The format encourages deals and alliances. This is one of the key way to pervert the natural order of things (the drop) and through the middle game take control.
4. It is a game that is superfically much easier to play than standard escalating, but has hidden depths which, again, allow for very high win rates.
There are issues though...
1. Always play random opponents. I attempted to upset the standard CC wisdom of' never play lots of solid player in flat as the game will stall' by deliberately choosing attack-minded high ranked players for games. They still, in the main, stalled. Strangely, 8 man dubs 2.1 works well with all solid teams...standard does not, regardless of the players natural attacking vigour.
2. While standard flat can get you up to about the 2,500-2,900 range very quickly, I have yet to see (or notice) a player get past 3,000 from this format. While standard flat/no cards players will raise faster than esc. players (in terms of games played) the esc. players can still push on for 3,500 with their 25-30% win rates against all high-class opposition. As mentioned, this doesn't work on flat...the game needs the noobs! Thus, one gets to a point whereby you are winning say 60 points for an 8 man and losing 40...or more. At that point one must switch to no cards teams...which is fine, but not as much fun for the standard player. Or screw the rank as I did, thus making the original setting viable and fun again.
Finally, the trick to playing this setting well is judging the play of those players with less, shall we say, natural ability while keeping a beady eye on those who are a genuine threat. Always try to encourage the stripers out early (ideally without having to say anything) wait for a genuine threat to bite the bullet and take said striper on...and then swoop.
i would agree with this quite well. Though it is possible with just flatrate, though i found it very hard when it was just 6 players max, but with 8 players is better, but now i'm stalled at the 4k mark, until it hits 10 players don't see myself going up very soon
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