Turn 1 - why random start locations?

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Turn 1 - why random start locations?

Postby Statham on 30 Jan 2009, 23:06

I recently chatted with Mirjam after she asked me if I like CQ. My answer was surprisingly yes. ^^ Nevertheless, there is some point in the game design I do not understand. I'll try to explain to you what I mean.

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The start location is based on some algorithm. The players are fairly spreaded out and have mostly the same chances to get megacities and so on. So far so good.

I just thought about why you took this solution for the starting phase. You already concern oneself with the unfair conditions in the ladder, so every player has the chance to reshuffle the map. IMO, the random start also destroys a tactical depth in this great game. Why don't you let the player decide where he lands his/her first pod to deploy his/her units at a position where he/she wants to start? This solution would create much more fairness and, of course, several tactical scenarios you have to adapt.

My list of pros/cons not to do the first drop pod randomnly:
    Pros
    • A variety of starting scenarios
    • No problem with map unfairness
    • Improvement of tactical depth (emphases player's tactical skills)
    • Potentially more action on the first turns
    Cons
    • Probably leads to faster, unsatisfying matches
    • Draws match if both pods are deployed on the same hexagon
    • Other balancing issues?

I would really like to read your comment to this issue.
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Re: Turn 1 - why random start locations?

Postby void on 31 Jan 2009, 00:11

Starting with 2-4 (for start army sizes small, medium, large) drop pods instead of an army positioned randomly sounds like a phenomenal idea.

I'll implement that for the upcoming alliances update.
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Re: Turn 1 - why random start locations?

Postby Zabe on 31 Jan 2009, 10:16

Dont want drop pods :< I already yesterday made droppod mirror (I WON BTW)
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Re: Turn 1 - why random start locations?

Postby Furion on 31 Jan 2009, 15:13

After playing with pods at the start id say that its rly cool u can do so much more. And there more action!!
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Re: Turn 1 - why random start locations?

Postby Statham on 31 Jan 2009, 15:25

Furion wrote:And there more action!!
Absolutely. I mean, two fights with more than 4 units on turn 3 is just awesome.

I think this really becomes fantastic when playing in teams. So much strategical value.
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Turkish: Well the rabbit gets fucked.
Tommy: [pauses] Proper fucked?
Turkish: Yes, before "Zee Germans" get there.
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Re: Turn 1 - why random start locations?

Postby Karla on 31 Jan 2009, 19:13

/me does not approve, even if me acknowledges the good points

:c

now ill get even worse at the game, sigh.
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kawaii da XFCE :D
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