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PashaDawg February 4th, 2008 08:12 PM

Re: Victory Condition
 
You have to take over the fort to get the VP. Thus, it is important for wise players to build forts on their VP provinces.

Jurri February 5th, 2008 02:39 AM

Re: Victory Condition
 
I'm with Pasha, counting turns is a hassle. The original proposal sounds plenty challenging to me, and I don't see a problem in players snatching wins with teleporters or whatnot. In fact, I like the additional logistical challenge where you don't have anything for granted and need to seriously weigh whether to invest in defense or in offense: with capital VPs, you already have lots of mages and a strong fort to defend your VP.

Cumulative VPs would be fun, but it would be quite the hassle to switch to that at this point given that I understand a lot of players don't like them and might jump ship.

In general, I prefer games that have clearly defined and moderately easy to achieve victory conditions. That way they won't drag too long into the boring and time-intensive endgame.

calmon February 5th, 2008 07:17 PM

Re: Victory Condition
 
Ok, if we stay with only 12 VP i'll pass in joining this.

I mean this is just too fast for most of nations and so its nothing more than a gamble for a super fast nation.

djo February 5th, 2008 07:43 PM

Re: Victory Condition
 
How many turns' length game do you consider "too fast"?

calmon February 5th, 2008 07:52 PM

Re: Victory Condition
 
I don't think it last till turn 50 and there is a good chance for not seeing the imprisoned pretenders (~36 turns).

PashaDawg February 5th, 2008 07:53 PM

Re: Victory Condition
 
Obviously, this is a matter of taste, Calmon, and it would be great if you played. What if the setting was 14 VP provs? Would that still be too fast? After all, even 33% would mean that a player would essentially need to control 1/3 of the map in order to win.

calmon February 5th, 2008 08:31 PM

Re: Victory Condition
 
You don't need to control 33% of the map to get 33% of the VPs and thats the main problem i have. For example nations like caelum (fly) the midgard (stealth) can easily jump deep in enemy lands and surpise attack the VP provinces (Sure you still need a good early game).

And like i said before you don't get any special bonus to fortify your low pop VP provinces and even i do it i'm sure many other don't. I've my experiences with this: http://www.shrapnelcommunity.com/thr...art=1&vc=1
At the end only a few provinces were protected by fortresses and the winner got ~60% VPs at the end (40% was needed) and all this in 1 single turn. He had only a fraction (2 or 3 VPs) of this a turn before. He won with a massive angel teleport attack. Without some special nation features you're more an oberserver in such a game.

Thats why i dislike non-capital-VP games and maybe i should have think about before joining but to my defence i asked to change the victory condition http://forum.shrapnelgames.com/images/smilies/wink.gif.

What do you think about 40% province ownership as win condition?

djo February 5th, 2008 08:55 PM

Re: Victory Condition
 
I read the end of that thread, very interesting. (Side note: I like reading about people's tactics after the end of games, since I rarely survive to the end game myself.)

I would be happy to play with either the original VP condition or some % of provinces (30-40% range). If we stick with VPs, though, everyone should be aware that the surprise win has to be defended against.

PashaDawg February 5th, 2008 10:59 PM

Re: Victory Condition
 
Ok. I think 40% is fine. That would be 15 VP provinces to win. Unless a player has strong concerns with that, let's use that victory condition.

PashaDawg February 6th, 2008 12:38 AM

Re: Victory Condition
 
I have updated the scenario file to add the VP's. It is attached to the first post in this thread. While I think the VP placement is satisfactory, if anyone thinks any are wildly unfair, please let me know.

Pasha


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