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1756043357 Conquer Club • View topic - Cards -- somewhere between Flat Rate and No Cards
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Cards -- somewhere between Flat Rate and No Cards

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Do this?

Yes
14
22%
No
50
78%
 
Total votes : 64

Postby Kahless on Fri Mar 23, 2007 11:38 am

billval3 wrote:
I would like to see a same rate card game

All sets are worth the same say 5 or 6. So it removes a large portion of the luck of the cards, while still giving a bonus for attacking play.


I agree with this. Why introduce the random numbers into it. Flat rate should be flat rate. Any set = 5 or 6 armies or whatever you want to make it.


Theres an element of skill in the current flat rate system, do you cash in 3 red cards, or wait 2 more turns in the hope you can cash in a multi-coloured set instead?
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Postby RobinJ on Fri Mar 23, 2007 11:45 am

I prefer Flat Rate as I am not good enough to beat the better players in escalating unless I can get hold of Oceania
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Postby CreepyUncleAndy on Mon Mar 26, 2007 12:30 am

Kahless wrote:I'd like a compromise between flat rate and escalating, where card values rise, but not to ridiculous levels, something like one army extra for each additional set.


There's been an ongoing discussion on a sort of "Reduced Escalation" colloquially referred to as "esc+1" -- basically, each set of cards turned in produces one more army than the last. Also, someone else had a great idea to have sets give you a number of armies equal to the current round.

I agree, there needs to be an alternative to Escalation that doesn't jump as high so quickly.
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Postby Xayath on Mon Mar 26, 2007 11:54 am

i would say fine tune the idea a bit more and u might have it.

and in terms of patching the idea in to the current system with the kabillion things the turtle still has which are higher up on the list that this would allow
lack has a lot of stuff already so while the idea is good it is not seeming enough for lack whose career is actualy CC *Bows to the audacity of his Lackiness* to take the time with his busy schedual as it is
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Postby CreepyUncleAndy on Mon Mar 26, 2007 1:46 pm

Xayath wrote:i would say fine tune the idea a bit more and u might have it.


Fine tune? Excellent! Let us discuss exactly how finely we can tune this idea. I figured just halving the numbers for each type of set would work --
+2 for Red, +3 for Green, +4 for Blue and +5 for Mixed -- but do you think the numbers should be changed? Like, should a Red or Green set be worth 3 armies, and a Blue or Mixed set be worth 4? I still like the terse simplicity of simply halving Flat Rates to get Reduced Rates.

Xayath wrote:and in terms of patching the idea in to the current system with the kabillion things the turtle still has which are higher up on the list that this would allow
lack has a lot of stuff already so while the idea is good it is not seeming enough for lack whose career is actualy CC *Bows to the audacity of his Lackiness* to take the time with his busy schedual as it is


I agree with your sentiment. Word up to the audacious shelled one, and thanks be to him (and others) for providing something slightly more addictive than heroin.
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same rate for all cards

Postby ewilson on Tue Mar 27, 2007 11:56 pm

I'm strongly in favor of the same number of armies being given out for which ever set of cards you turn in. Flat rate and escalating games are all about the cards. 'no cards' games don't give you an incentive to attack at least one country every time.

WE NEED A FOURTH OPTION!
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Re: same rate for all cards

Postby CreepyUncleAndy on Wed Mar 28, 2007 12:50 pm

ewilson wrote:I'm strongly in favor of the same number of armies being given out for which ever set of cards you turn in. Flat rate and escalating games are all about the cards. 'no cards' games don't give you an incentive to attack at least one country every time.

WE NEED A FOURTH OPTION!


True, and heartfelt by hundreds conquer-clubbers.

Player-selected exchange rates?


BONUS CARDS: Escalating :: Flat Rate :: Reduced Rate :: Fixed Rate :: No Cards

Select: Fixed Rate
How many armies will traded card sets be worth?
(Dropdown menu)
1
2
3
4
5
6
7
8
9
10
X?
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Re: same rate for all cards

Postby CliffyQS on Thu Mar 29, 2007 1:46 pm

I like it very very much.
Now all we need is to replace "escalating" with "slow escalating (+1)" and "fast escalating" and everyone will be happy. I hope.

CreepyUncleAndy wrote:
ewilson wrote:I'm strongly in favor of the same number of armies being given out for which ever set of cards you turn in. Flat rate and escalating games are all about the cards. 'no cards' games don't give you an incentive to attack at least one country every time.

WE NEED A FOURTH OPTION!


True, and heartfelt by hundreds conquer-clubbers.

Player-selected exchange rates?


BONUS CARDS: Escalating :: Flat Rate :: Reduced Rate :: Fixed Rate :: No Cards

Select: Fixed Rate
How many armies will traded card sets be worth?
(Dropdown menu)
1
2
3
4
5
6
7
8
9
10
X?
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Postby Gnome de Guerre on Sun Apr 01, 2007 6:36 pm

This idea is sound; nerf the cards a bit so they no longer become the central focus of every player (driving everyone to take a territory every turn in order to stay competitive), but still provide a reduced number of bonus armies. Bump!
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Postby CliffyQS on Tue Apr 10, 2007 2:52 pm

Gnome de Guerre wrote:This idea is sound; nerf the cards a bit so they no longer become the central focus of every player (driving everyone to take a territory every turn in order to stay competitive), but still provide a reduced number of bonus armies. Bump!


Instead of dropdown, just a few of the most liked ones would probably be easier to code: Fixed (4), Fixed (6), fixed (8).

It's what I would do if I ran the (conquerclub) world, but I don't and I am very thankful someone does.
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Postby JoshJ on Tue Apr 10, 2007 2:59 pm

A dropdown isn't much harder (if at all) to code than a set of radio buttons.
I second fixed rate- every set worth 5 is a good choice.
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