Thanks for your comments Dako. And specially for pointing the possible flaws to the idea, because it will result in a better suggestion. Either I manage to explain why you don't need to wrry about your concerns, or either I don't manage, and then they are taken in consideration. In any case, the result is a good one.
I'll try to add my comments to the debate.
Dako wrote:I like the idea, but I think the formula should be changed to reflect number of territories. Maybe together with armies.
Could you please explain in which way you would like to include territories into the formula? Do you want territories to affect upkeep cost? or do you want them to affect upkeep limit?
It's my opinion that territories are already factored in the formula even if we don't see them. I'll explain that:
- About the upkeep cost: Each territory requires at least one army to be placed in that territory at all times. As that army has an upkeep cost, we are effectively taking territories into consideration for the upkeeep cost.
- About the upkeep limit: Each territory contributes to the reinforcement (one third in standard rules, like in classic map) as reinforcements are what is used for calculating the upkeep limit, and as territories raise reinfocement, territories are effectively raising the upkeep limit.
Dako wrote:For example, take classic map 1v1. You have 14 starting regions with 3 armies on each - that will result on 2 upkeep cost deduction at the very start. And you will get 2 armies to deploy.
Is your concern that you will start deploying less than 3 armies to deploy in the first turn? I see that point. Woodruff raised that concern, and despite originally I prefer to have 0 as reinforcement minimum, I understand that this part should take more consideration and that maybe 3 would be a more suitable minimum. But I am undecided about that yet.
Dako wrote:Also, you cannot add <UpkeepMultiplier> to current maps as they are already quenched and to balance 100+ maps for this feature seems impossible.
We need a solution that will work for all current maps without their XML tweaks.
I did not explain myself properly. That taf is intended as an additional tool for mapmakers, not as a way to tweak existing maps. Is my opinion that, as territories are already factored in the formula (as I explained above) existing maps are already balanced. Big maps tend have many territories and they also tend to have big bonuses. This ensures that upkeep limits for big maps will be bigger than for smaller maps.
However, I think we could use Classic, Doodle's and World 2.1 to study how the formula escalates with different sizes. I propose those three maps because they are supposed to be different size of the same concept.
Dako wrote:Some new maps may implement that multiplier, but only as a new feature. Which is a doubtful feature because it affects only 1 game type. No one has <FlatRateValues> for some maps because those values are basic and should be shared by all maps.
This is more a Foundry discussion, but it is also my opinion that the obligation to make maps playable in all settings hurts some good ideas. For example, Nuclear spoils completely spoils objective maps like Middle Ages. Cash the wrong spoil and you instantly kill a player. Escalating spoils also spoils maps with carefully balanced bonuses. I think that new maps should be able to limit the settings which are suitable for that map. I humbly think that a map revolving around upkeep would be a great map even if it was not playable in the other settings. Like a map centered about the assassin type would be also a good map even if it was not playable with the other settings.
Dako wrote:So... I think we should work towards changing the formula, but I really like the idea.
Thanks again for your comments
And in which way would you change the formula?