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Round 1 Bonuses

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Round 1 Bonuses

Postby Rumondo on Tue Nov 20, 2007 4:33 pm

I have noticed mainly in 1-1s a huge factor in determining the winner is pre-game bonuses.

In 1-1 it's already a huge advantage to go first, if you add cards that's another added bonus to whomever goes first not to mention on many maps with smaller bonuses (+1, and +2) or larger maps such as the Siege and Pearl Harbor it's very easy to START with a bonus.

Why aren't bonuses disabled for the first round? Why should I get an extra +2 men on Benelux Simply because I got dropped 2 countries in the middle, or why should I get a throne or woods camp bonus on the siege simply because of the drop.

I know there are still many advantages to going first, but removing bonuses in the first round won't do anything but help to level the pre-game playing field.
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Postby Herakilla on Tue Nov 20, 2007 4:36 pm

its the luck of the draw, just gotta live with it and i like having a chance to start with a bonus
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Postby Rumondo on Tue Nov 20, 2007 7:47 pm

If that's your philosophy we should have a "coin flip" board.

I think the idea of risk is that yes chance is involved but we like to think winning and losing in the long run is ultimately decided by strategy.

The more we can limit luck we give way to players with superior strategy winning more, and I'm sure like everyone else on here I feel like I have superior strategy to most and like to downgrade the "luck" factor as much as I can.
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Postby insomniacdude on Tue Nov 20, 2007 8:11 pm

There are several maps that benefit the lucky with a good drop. Pearl Harbor comes to mind, but there are others that provide bonuses for holding just one or two countries: Benelux, Siege, Italy, D-Day, King of the Mountains, Montreal, and Discworld, off the top of my head. If you don't like the random element in a 1v1 game, then avoid those maps. There are plenty of great maps to play 1v1 on without that chance for a good or bad drop.
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Postby Herakilla on Wed Nov 21, 2007 1:04 am

some versions of RISK you deal out the country cards and those are your territories. thats basically the same thing we got going here
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Postby The1exile on Wed Nov 21, 2007 1:14 am

Rumondo wrote:If that's your philosophy we should have a "coin flip" board.


Starting with a bonus in 1vs1, eve if you also go first, by no means guarantees you a win.
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Postby Bonzai on Wed Nov 21, 2007 6:17 pm

Well actually there are 2 options ;

* starting with advantage
* starting with disadvantage

Since drops are random events

you have 50% to get advantage and 50% to get disadvantage.

So thats +50% (luck) and -50% (bad luck).

Which makes 0 ^^

As long as you play enough games, you will find out you had a similar amount of luck vs bad luck.

The only thing humans tend to do is remember the bad luck and forget the good luck =D

And don't forget you (should) play CC for fun and not for rankings =D

So I'd say: Good Luck All !!! ;o) (that's all I can do :oops: )
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Postby Mr_Adams on Wed Nov 21, 2007 10:58 pm

well if you want to level the playing field, how about non-random drops? This would be like another game option, each player choose one territory at a time until the map-prescribed number of territorys are distributed. ex: I choose N US, then oponent gets to choose, say S US, then I choose again until we each have 12 territories and the reat become neutral.
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