DoomYoshi wrote:Ok. After reading mets' comments it has occurred to me that this is similar to what I suggested before:
the round limits shouldn't be a prescribed victory condition, but rather a random one from a list.
Playing to round limits and just sitting and stacking for 25 turns for 1 round of action at the end isn't much fun. If there were other potential wins: most territories, most successful attacks during the game, highest deployment, most original territories held etc.
Yes that would be to the same effect but it does not give CC the choice of whether they want to play for ending with lots of troops or actually trying to win the game in the allotted number of moves. In other words, by having an option to click it deals with the objections against your idea (which I was unaware of until now) and yet retains the status quo for people like mets who prefer it the other way.
Incidentally mets, you said:
Metsfanmax wrote:I don't think I understand where you are coming from. In chess, a draw is forced at the end of the time control only when you literally don't have enough material to checkmate the other player. There are very few round limit games, if any, where anything analogous to this would occur. It sounds as if you are saying there should be an option for some recognition if you can make it to the round limit without losing. But if you make it to the round limit with 12 troops against your opponent's 88, what does that say about strategy?
The limitation in chess is time not rounds but CC is a model of behaviour and not a repitition of real life. So, a draw is a close approximation of the idea
without any attempt to replicate chess. My point is that if there was no win then it is a draw - no point allocation either way! In chess there is a reduced point allocation for holding an opponent to a draw (in rated games) but I see little purpose in suggesting that (unless others think that's brilliant) as the maths is complex and it rather defeats the purpose of this setting (IMHO) As to strategy, it says that you understand the map enough to hold your own in XX moves and it also says that (if you win) you really know your stuff! But there are further tactical advantages. For instance, in clan matches you may end up a point ahead and then hold the other team to a series of draws (just like in real life World Master chess championships) and if the other team has nothing then they will lose.