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why bother giving spoils at all, just automatically credit the players with 6 troops every few turns.Lord_Bremen wrote:This is a good idea. I think it should be set somewhere between 6-8 (or could we have an option to pick when we create the map?). The idea is to take away the luck of the current 'flat rate" system, not to make cards less useful (which 4 would do).
Choosing when to use cards is an important part of strategy. I'll often save sets (in flat rate) in case I get attacked and need them to recover, etc.greenoaks wrote:why bother giving spoils at all, just automatically credit the players with 6 troops every few turns.Lord_Bremen wrote:This is a good idea. I think it should be set somewhere between 6-8 (or could we have an option to pick when we create the map?). The idea is to take away the luck of the current 'flat rate" system, not to make cards less useful (which 4 would do).
If you find identical suggestions let us know and we'll merge them. Maybe not quite identical ... a suggestion for flat rate should be 5 troops per set could be merged with one that sets the rate at 6 ... but very similar at the least.Fazeem wrote:I am surprised by how ignored this thread has been and the fact that it and the others bumped on this topic have yet to be merged. If I am to gather from what has been posted in one thread the Current administration looks to backpeddling from the previous and are now goingto ignore this option. I personally feel it is a mistake to do so but I can understand how previous supporters her are still current active players are not continuing participate in what was a unfullfilled promise
there is very little need to hold onto them as everyone gets the same.Lord_Bremen wrote:Choosing when to use cards is an important part of strategy. I'll often save sets (in flat rate) in case I get attacked and need them to recover, etc.greenoaks wrote:why bother giving spoils at all, just automatically credit the players with 6 troops every few turns.Lord_Bremen wrote:This is a good idea. I think it should be set somewhere between 6-8 (or could we have an option to pick when we create the map?). The idea is to take away the luck of the current 'flat rate" system, not to make cards less useful (which 4 would do).
Unless you can take a territory for the +2?greenoaks wrote:there is very little need to hold onto them as everyone gets the same.Lord_Bremen wrote:Choosing when to use cards is an important part of strategy. I'll often save sets (in flat rate) in case I get attacked and need them to recover, etc.greenoaks wrote:why bother giving spoils at all, just automatically credit the players with 6 troops every few turns.Lord_Bremen wrote:This is a good idea. I think it should be set somewhere between 6-8 (or could we have an option to pick when we create the map?). The idea is to take away the luck of the current 'flat rate" system, not to make cards less useful (which 4 would do).
at least in Flat the decision to hold & try for a Rainbow set or cash that Red/Green/Blue set now always comes into play.
Constant offers nothing as holding provides no chance to improve your cash.
That's simply not true. I often don't trade in rainbow sets until I have 5 cards and the game forces me. It's stupid to play cards if you don't absolutely need the armies, cause you have no idea where you'll end up needing them, especially with adjacent reinforcing. I'm also much less likely to break someone with 3+ cards, because he might be able to cash and fight back. Plus you need to fortify much more heavily against people who might have cards.greenoaks wrote:there is very little need to hold onto them as everyone gets the same.Lord_Bremen wrote:Choosing when to use cards is an important part of strategy. I'll often save sets (in flat rate) in case I get attacked and need them to recover, etc.greenoaks wrote:why bother giving spoils at all, just automatically credit the players with 6 troops every few turns.Lord_Bremen wrote:This is a good idea. I think it should be set somewhere between 6-8 (or could we have an option to pick when we create the map?). The idea is to take away the luck of the current 'flat rate" system, not to make cards less useful (which 4 would do).
at least in Flat the decision to hold & try for a Rainbow set or cash that Red/Green/Blue set now always comes into play.
Constant offers nothing as holding provides no chance to improve your cash.
http://www.conquerclub.com/forum/viewto ... 1&t=102718agentcom wrote:If you find identical suggestions let us know and we'll merge them. Maybe not quite identical ... a suggestion for flat rate should be 5 troops per set could be merged with one that sets the rate at 6 ... but very similar at the least.Fazeem wrote:I am surprised by how ignored this thread has been and the fact that it and the others bumped on this topic have yet to be merged. If I am to gather from what has been posted in one thread the Current administration looks to backpeddling from the previous and are now goingto ignore this option. I personally feel it is a mistake to do so but I can understand how previous supporters her are still current active players are not continuing participate in what was a unfullfilled promise
I don't know that anyone is backpedaling or breaking promises. The response here seems to be some people like the idea, other people don't think it would add much. That doesn't make for a very strong candidate for implementation.
Fazeem wrote:http://www.conquerclub.com/forum/viewto ... 1&t=102718 This one started over in Q&A, so it's not really clear what the OP wants. At one point, he suggests paying out lower amounts for mixed sets. I guess that in the final sentence the OP does come down to making "make another variation of game with a true flat and equal rate." Thanks for finding that.agentcom wrote:If you find identical suggestions let us know and we'll merge them. Maybe not quite identical ... a suggestion for flat rate should be 5 troops per set could be merged with one that sets the rate at 6 ... but very similar at the least.Fazeem wrote:I am surprised by how ignored this thread has been and the fact that it and the others bumped on this topic have yet to be merged. If I am to gather from what has been posted in one thread the Current administration looks to backpeddling from the previous and are now goingto ignore this option. I personally feel it is a mistake to do so but I can understand how previous supporters her are still current active players are not continuing participate in what was a unfullfilled promise
I don't know that anyone is backpedaling or breaking promises. The response here seems to be some people like the idea, other people don't think it would add much. That doesn't make for a very strong candidate for implementation.
http://www.conquerclub.com/forum/viewto ... 71&t=79857 - This one allows a bigger cash for a 3 card rainbow, if I'm reading it right. So we'll get a cross-reference in there to this one.
Maybe if you actually tried a flat rate game sometime you'd realize how fundamentally different it is from no spoils?rhp 1 wrote:all but redundant (no spoils) and really does nothing but add another dimension of luck ("i 2 paired and lost because of it!") for more people to post "how 'fixed rate' games are fixed"
