[GP/UI] 2-player "team" games (Polymorphic)
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Re: [GP/UI] 2-player "team" games
Last edited by spiesr on Sun Apr 28, 2013 12:19 pm, edited 1 time in total.
Reason: Added another.
Reason: Added another.
Re: [GP/UI] 2-player "team" games
implement this bigwham
send me an invite if you are looking for teammate medal
- Armandolas
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Re: [GP/UI] 2-player "team" games
Sometimes i wished i played my team game solo, because of someone else mistakes.
But hey. Whats the part of TEAMgame that im missing here?
But hey. Whats the part of TEAMgame that im missing here?
Re: [GP/UI] 2-player "team" games
I'm against this option. A team game is necessarily with teammates not yourself and I don't feel it is sufficiently different enough to justify implementing it. I really don't see the point other then to add more settings to confuse everyone
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- Armandolas
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Re: [GP/UI] 2-player "team" games
is this the polymorph thing?
- Metsfanmax
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Re: [GP/UI] 2-player "team" games
Armandolas wrote:is this the polymorph thing?
Where did you get that name? That's super-secret classified information!
Re: [GP/UI] 2-player "team" games
*cough*Metsfanmax wrote:Where did you get that name? That's super-secret classified information!Armandolas wrote:is this the polymorph thing?
Re: [GP/UI] 2-player "team" games
spiesr wrote:*cough*Metsfanmax wrote:Where did you get that name? That's super-secret classified information!Armandolas wrote:is this the polymorph thing?
Haha, well would you look at that?
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codierose
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Re: [GP/UI] 2-player "team" games
woohoo another pointless addon well done

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narutoserigala
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Re: [GP/UI] 2-player "team" games
rocksolid wrote:It seems to me that one interesting game mode would be doubles or triples games where each team is controlled by a single player. It seems to me it's a valid exercise in strategy, and I imagine the only thing standing in the way is the whole new leaf in programming that would be required. What thinks the peoples? This can of course be done by having multiple accounts, which in this case would not be unsportsmanlike, but of course unacceptable at CC for other reasons.
I agree that if one looks deeper, someone else, not rocksolid had actually suggested the polymorphic option to deal with 1v1 game specifically in the context of mitigating the 1st turner advantage.
In fact, rocksolid was speaking about a different matter altogether that is a player controlling team games. The 1st turner problem above was not even in his mind at the time he wrote the post. He was talking about a different way of cooking chicken when the polymorphic (as I understand how bigWham presented it) was about a different way of cooking a duck! LOL
Anyone who is interested can read my post about the differences between chicken and ducks.
viewtopic.php?f=1&t=197081&start=75
Re: [GP/UI] 2-player "team" games
I have no idea what you're talking about in either of these posts.
Re: [GP/UI] 2-player "team" games
A (philosophical?) question as to whether this mode is intended as a variant on team games or on 1v1 games.
Re: [GP/UI] 2-player "team" games
spiesr wrote:A (philosophical?) question as to whether this mode is intended as a variant on team games or on 1v1 games.
I think it's most properly classified as a variant on team games because I like to classify things by the strategy and gameplay involved. I realize that if you classify things by alone-ness or team-ness, this is more like a 1v1 variant, but I'm not convinced that's a useful categorization method.
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narutoserigala
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Re: [GP/UI] 2-player "team" games
spiesr wrote:A (philosophical?) question as to whether this mode is intended as a variant on team games or on 1v1 games.
If the turn order in team games (Team 1 versus 2 setting) is manipulated, an interesting 1v1 pattern emerges. Please refer to my post on " Alternating First Turns In Team Games"
viewtopic.php?f=4&t=197437&p=4316832#p4316832.
The above hypothetical team game scenario develops into a series of "1"v"1"with 2 differences.
Firstly, "1" in this case actually means 1 pair of colours/armies from each team.
Secondly, the 2nd turner actually starts with 2 deploys (since we are speaking in terms of pairs). In comparison, the first turner starts with 1 deploy, only one half of the 2nd turner.
The above was originally suggested as a variant team play option besides dealing the 1st turn advantage in a team setting. The ensuing discussions resulted in the above "discovery".
If we take the half deploy as a benchmark of a fairer deploy, then this suggests that the first turner (using the current CC default settings) had gotten at least twice over the "fair deploy"!
Perhaps, CC could consider reducing the 1v1 games (singles and teams) first turner deploy ?
Cheers, naruto
naruto.