koontz1973 wrote:
Dukasaur wrote:I addressed the fact that it is a rare occurance, but on the occassions when it happens it is extremely unpleasant to endure, so if we can even reduce the frequency from one in a thousand to one in two thousand we will be improving the experience for countless members.
So a rare occurrence can now be justified for making a major change to what has been around for a very long time?
It's long overdue for an overhaul.
Escalating spoils were introduced into the original Risk game to eliminate stalemates, which were common with the original flat rate rules. The original Risk game was balanced for a map with 42 terts where, even in the unlikely event that every bonus is held, the average deploy per turn in a six player game is 7 troops each. With those kinds of deploys, the cash from escalating spoils easily breaks up any deadlocks.
Conquer Club, despite it's Risky roots, has moved far beyond that. We have huge, complex maps with 70, 80, 90, 100 terts. Some have more than that. Many of them have numerous bonuses, sometimes overlapping, sometimes compounding supercontinent bonuses, plus autodeploys. On AOR3, if all bonuses are held, the average deploy per player is over 50. That's seven times more than on the Classic map. I can't even hazard a guess as to how much the average deploy per player is on a map like King's Court II. Probably in the hundreds. On these types of maps, the escalating cash is no longer good enough to break up defensive lines and prevent stalemates.
This is a long-overdue adjustment to compensate for the changing landscape in maps.
koontz1973 wrote:Unpleasant or not, players get into games knowing full well the game can stalemate. Players have found many ways around this so to change a spoil to stop what occurs once in a thousand games to once in two thousand is not a good enough reason to change it. Stalemates happen far more often in flat, so why not increase those spoils after round 50? Or allow no spoil games to have spoils after round 100?
Players who choose flat rate or no spoils are patient players who don't mind facing the prospect of a stalemate. That is a choice they willingly make.
Players who choose escalating spoils do so because they like games that build rapidly to a crescendo and are over in a reasonable number of turns.
koontz1973 wrote: Why not have nukes nuke a region and all around it after 50 rounds.
Not a bad idea. But let's get this upgrade done first, and then we'll see about improving the nuclear experience.
koontz1973 wrote:These would all be rejected with the same excuse of round limits. An argument I do not agree with but is more than pertinent for this idea.
I've explained several times why round limits are not a good solution to the basic problem. I don't intend to repeat myself yet again.
koontz1973 wrote:Why fix something that is not broken and this is surely not broken? Or if we are going to fix something that is broken, lets fix it all at once and not do half measures.
It is broken. Well, not completely broken, but desperately in need of adjustment. You wouldn't build a skyscraper out of thatched grass just because it was okay for medieval huts. Bigger buildings require stronger materials, and bigger maps require stronger spoils.