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January 6th, 2016, 07:05 PM
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Corporal
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Join Date: May 2015
Posts: 136
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: End Game
If SPWW2 does game extensions, I haven't encountered them yet.
If the end game logic is recoded, I have a few suggestions:
1. Add another victory level, Substantive Victory, at 5:1 point ratio. The gap between Minor victory (2:1) and Decisive (8:1) is very wide, so almost all results tend to be draws or minor victories against another player.
2. Base game extensions and truncations on a probabilistic outcome estimation and only if the outcome will change a victory level. If a unit could move and take a victory hex, but the owning player has a sufficient number of units within one or two turns movement to retake the hex, then make no adjustment. This eliminates last turn gamesmanship of sneaking units close to victory hexes set to pounce on the hexes on the final turn. It also shortens hopeless games where one side has such a preponderance of force that the other side has no hope of changing the outcome even though it has a number of active units on the map.
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January 7th, 2016, 08:18 AM
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Corporal
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Join Date: Nov 2015
Location: Sweden
Posts: 75
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Thanked 13 Times in 11 Posts
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Re: End Game
Quote:
Originally Posted by Warnevada
If SPWW2 does game extensions, I haven't encountered them yet.
If the end game logic is recoded, I have a few suggestions:
1. Add another victory level, Substantive Victory, at 5:1 point ratio. The gap between Minor victory (2:1) and Decisive (8:1) is very wide, so almost all results tend to be draws or minor victories against another player.
2. Base game extensions and truncations on a probabilistic outcome estimation and only if the outcome will change a victory level. If a unit could move and take a victory hex, but the owning player has a sufficient number of units within one or two turns movement to retake the hex, then make no adjustment. This eliminates last turn gamesmanship of sneaking units close to victory hexes set to pounce on the hexes on the final turn. It also shortens hopeless games where one side has such a preponderance of force that the other side has no hope of changing the outcome even though it has a number of active units on the map.
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+1 to Number one.
Number two is more difficult I would guess.
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January 7th, 2016, 12:19 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,714
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Re: End Game
[quote=PantherCub;832512]
Quote:
Originally Posted by Warnevada
If SPWW2 does game extensions, I haven't encountered them yet.
If the end game logic is recoded, I have a few suggestions:
1. Add another victory level, Substantive Victory, at 5:1 point ratio. The gap between Minor victory (2:1) and Decisive (8:1) is very wide, so almost all results tend to be draws or minor victories against another player.
+1 to Number one.
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Adding a victory level between marginal and decisive is pointless . If you have more points than your opponent........ YOU WIN
Yes, I suppose two players could have ( for example......... ) a 10 battle campaign where the results are all draws but I'm betting if a player thought adding "Substantive Victory" is a worthwhile Idea I am dead certain they would know who had more points per game in each of those draws
Don
Last edited by DRG; January 7th, 2016 at 12:44 PM..
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January 7th, 2016, 06:13 PM
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Corporal
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Join Date: May 2015
Posts: 136
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: End Game
As I understand it, the victory level in campaign battles determines campaign points, which in turn determines the number of fix points for the next battle.
On a single battle basis you don't need victory levels. As you said, the largest number of points wins. But victory levels in a campaign do affect the course of the campaign.
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