[GP/UI] Increase Escalating Spoils to Avoid Stalemates

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Re: Hyperbolic Escalating Spoils

Postby DoomYoshi on Mon Jun 03, 2013 11:48 am

Metsfanmax wrote:
maxfaraday wrote:
betiko wrote:I like the idea. If an escalating reaches 100 cash it s not normal and it s been stalling for a few rounds. It does need a fix.


There's already one. It's called "round limit".


Sure, but the whole point of escalating is that it is not supposed to drag on forever (and usually it does not). Round Limit games are very useful for options like No Spoils, where there's no easy way out of a deadlock. If an escalating game results in frequent deadlocks, then the setting isn't working properly.


Round Limit games are also a completely different setting. In a regular game, you play to eliminate your opponents which involves attacking. In a round limit game, every attack you make lowers your chance of victory. They are totally different games and seriously need an overhaul, but that's a different story.
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Re: Hyperbolic Escalating Spoils

Postby chapcrap on Sat Jun 15, 2013 10:51 am

So, is their a concensus about what the new scale would like?
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Re: Hyperbolic Escalating Spoils

Postby DoomYoshi on Sun Jun 16, 2013 1:46 pm

chapcrap wrote:So, is their a concensus about what the new scale would like?


Nobody has opposed the scale from the OP.
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Re: Hyperbolic Escalating Spoils

Postby Metsfanmax on Sun Jun 16, 2013 2:07 pm

The scale from the OP needs to be refined slightly because we will quickly get into fractional troop values. Do we round down? Round up? Or can you construct a system that has no fractional troop values?
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Re: Hyperbolic Escalating Spoils

Postby rishaed on Sun Jun 16, 2013 3:17 pm

Metsfanmax wrote:The scale from the OP needs to be refined slightly because we will quickly get into fractional troop values. Do we round down? Round up? Or can you construct a system that has no fractional troop values?

Have the code use the general rounding system (ie. Everything above .5 goes up, while everything below goes down?) Either that or just round it up. (Ie. Use his system however have a limiter which restricts it to integers).
Otherwise, I haven't played many games where i've been deadlocked w/ Esc. but I generally support the idea as viable, and making sense. Why because Esc. starts as (4,6,8,10,12,15,20,25,30...)where it starts to climb. If I remember correctly the spoils w/ said board only reach maybe 45-65? They augmented the amount of troops received per spoils cashed, because I'm sure that either A. Its just easier to go by 5's. B. They realized the need for higher spoils mid-endgame.
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Re: Hyperbolic Escalating Spoils

Postby Dukasaur on Mon Jun 17, 2013 5:19 pm

DoomYoshi wrote:
chapcrap wrote:So, is their a concensus about what the new scale would like?


Nobody has opposed the scale from the OP.

Well, natty_dread suggested not starting the escalation until 100, but I'm still comfortable with starting at 50.

Metsfanmax wrote:The scale from the OP needs to be refined slightly because we will quickly get into fractional troop values. Do we round down? Round up? Or can you construct a system that has no fractional troop values?

I would go by scientific rules of rounding as a personal preference, but common rules of rounding would be okay if that's easier to program.

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(I did those manually so I round off in each step. However, you could in theory let the computer carry whatever number of decimals behind the scenes and get more precise results.)
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Re: Hyperbolic Escalating Spoils

Postby Fazeem on Mon Jun 17, 2013 5:42 pm

Dukasaur wrote:
DoomYoshi wrote:
chapcrap wrote:So, is their a concensus about what the new scale would like?


Nobody has opposed the scale from the OP.

Well, natty_dread suggested not starting the escalation until 100, but I'm still comfortable with starting at 50.

Metsfanmax wrote:The scale from the OP needs to be refined slightly because we will quickly get into fractional troop values. Do we round down? Round up? Or can you construct a system that has no fractional troop values?

I would go by scientific rules of rounding as a personal preference, but common rules of rounding would be okay if that's easier to program.

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(I did those manually so I round off in each step. However, you could in theory let the computer carry whatever number of decimals behind the scenes and get more precise results.)

sounds like a winner to me
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Re: Hyperbolic Escalating Spoils

Postby DoomYoshi on Tue Jun 18, 2013 8:23 am

This will make the most epic Colliseum games.
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Re: Hyperbolic Escalating Spoils

Postby HardAttack on Tue Jun 18, 2013 9:39 am

DoomYoshi wrote:This will make the most epic Colliseum games.


good point,
however collesium map is not even a map in play except certain events;
also, given map examples not more than 10...

once we consider it we have got bit less than 250 maps, if we should set a rule be well fit with 10 maps then isnt it we are a bit of down pushing and ignoring remaining maps, and its possible downside effects over remaining maps ?

maybe, this new escalation should be preferable settings while we keep the conventional escalation still be an option.
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Re: Hyperbolic Escalating Spoils

Postby Donelladan on Tue Jun 18, 2013 9:54 am

If it start when a set is 100 troops I dont see any problem by replacing the normal escalating setting. Could you give one HA?
I dont think I ever played a game that wasnt a stalemate where spoils reach 100. Or only end of the game maybe but then it doesnt matter :)
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Re: Increase Escalating Spoils to Avoid Stalemates

Postby Metsfanmax on Fri Jun 21, 2013 9:52 pm

MERGED Dukasaur's topic with a significantly older topic, and stickied. This has a lot of potential.
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Re: Increase Escalating Spoils to Avoid Stalemates

Postby Eddygp on Sun Jun 23, 2013 6:20 am

This idea is very important, because it will only affect at the issue and won't change gameplay in any other way throughout the games, turning it into a very interesting feature to implement.
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Re: Hyperbolic Escalating Spoils

Postby zimmah on Sun Jun 23, 2013 7:09 am

Dukasaur wrote:
DoomYoshi wrote:
chapcrap wrote:So, is their a concensus about what the new scale would like?


Nobody has opposed the scale from the OP.

Well, natty_dread suggested not starting the escalation until 100, but I'm still comfortable with starting at 50.

Metsfanmax wrote:The scale from the OP needs to be refined slightly because we will quickly get into fractional troop values. Do we round down? Round up? Or can you construct a system that has no fractional troop values?

I would go by scientific rules of rounding as a personal preference, but common rules of rounding would be okay if that's easier to program.

50
55
60
66
73
80
88
97
105
116
128
141
155
160
176
193
212
233
256
282
310
341
375
412
453
498
548
603
663

(I did those manually so I round off in each step. However, you could in theory let the computer carry whatever number of decimals behind the scenes and get more precise results.)


Rounding at each step is probably better than to carry on the fractions.

However you made a mistake after 155.

It should be 155->171
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Re: Increase Escalating Spoils to Avoid Stalemates

Postby MagnusGreeol on Sun Sep 22, 2013 9:49 am

Love the idea of increasing esc. spoils,, I'd say 10 more after 50 then whatever is decided-- Love it!!
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Re: Increase Escalating Spoils to Avoid Stalemates

Postby DoomYoshi on Wed Oct 02, 2013 10:19 am

I am having a problem with this suggestion.

@Dukasaur: can you upgrade your scale to start at 100. If we start messing with people`s escalating numbers, there is going to be a backlash. This suggestion does not qualify as distinct enough to be a new Spoils, so it really should replace the current ones. By the time a game reaches 100, most games are not playing, but I know many go between 50-100.

@someone who devs: how will this affect ongoing escalating games when this changes over? This isn`t like breaking Conquer 500 where you can just fix everything.
e.g. The player A spoil is 500. Under the new system, player b gets 1400. How do we prevent that? I am thinking that all new games will be created under a spoil called escalating, but the old system will stick around until all those games are ended. Does this work?
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