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GeneralRisk wrote:Round Limit
When playing a round limited game with teams, the winning team will be based on highest individual troop count, not teamwide troup count.
Forza AZ wrote:GeneralRisk wrote:Round Limit
When playing a round limited game with teams, the winning team will be based on highest individual troop count, not teamwide troup count.
Why is this the case? It would seems logical to award the win to the team which has the most troops, since that team was obviously the best team.
Because..........CC wants to add some spice to the game as the deadline approaches!Forza AZ wrote:GeneralRisk wrote:Round Limit
When playing a round limited game with teams, the winning team will be based on highest individual troop count, not teamwide troup count.
Why is this the case? It would seems logical to award the win to the team which has the most troops, since that team was obviously the best team.
Jippd wrote:Hmm that does seem silly that it is decided by one players individual troop count as opposed to team vs. team troop count. Team vs. team makes more sense since it is a TEAM game.
Viceroy63 wrote:Jippd wrote:Hmm that does seem silly that it is decided by one players individual troop count as opposed to team vs. team troop count. Team vs. team makes more sense since it is a TEAM game.
Actually it is not really silly but rather logical when you consider the fact that in team games one of the players often ends up being the engine of the team while the other members of the team prop him up or drop troops to him.
That player may change with the different stages of the game but in order to get the job done right, players have to drop to that one player who is in the best possible position to get the job done. If play is done like this then they are playing as a team. When everyone is dropping to themselves then they are not playing as a team but as four individuals.
So then the best team is the one where one of the players is receiving troops from the others. So it would be logical to only count the one player in both teams with the highest troop count in order to determine which is the best team.
agentcom wrote:I never thought about this before either. And I'm sorry Viceroy, that explanation doesn't do much to make a case for this being the way things are. A TEAM strategy for any given map, settings and situation will be different. Sometimes it involves deploying almost everything on one player. More often, it involves a MUCH more equal distribution of troops. I'd be very surprised, if after you've played 100 team games with good partners, you still feel that this is the best way of doing things.
"And certainly in Fog games where you can't see the exact troop count, why would you risk losing bonusses by dropping all on 1 player just to give 1 partner the highest troop count."
agentcom wrote:You're missing one essential component: The troops that get passed along get used. Thus the player finishes the turn with about as many troops as he started with and hopefully the other team has fewer. He then usually picks A DIFFERENT territ to reinforce from. It's not like a team creates a giant stack of troops that it sends around the map like a roaming band of marauders gaining in numbers from enslaved men and illegitimate children of raped women along the way.
agentcom wrote:If you are playing your team games with this snowballing strategy, I can make some team games for you to join (against my team, of course).
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