adam3b58 wrote:what about a game where, say its 3 ppl, it would be a 2v1, but the board would be treated like a 4 person game, in terms of number of territories given to each person. the 2 person team would each get 1/4, and the 1 person would get 1/2 of them.
The 1 person would have quite an advantage if they got a full 1/2. the percentages would have to be adjusted a bit.
I like the idea of a speed game, a real-time game where all players play simultaneously (like freestyle with more than one person taking their turn at one time) and rounds last 5 minutes max instead of 24 hours.
It'd also be nice to be able to choose the time limits (currently 24 hours and 1 hour)
Also, I like every idea that
http://www.wawgame.com a implemented, but this site is just better b/c it is so much more professional(maybe that's not the right word- basically I think CC's better than WAW despite these things, but if CC implemented these it would have the best of both worlds!). But I'm always a fan for customizeability/freedom/choices as opposed to trying to figure out which is the best 1 way to implement something.
Example of WAW's game options (options in brackets are suggested but not implemented at WAW; custom values would be set by creator with all other settings):
victory type:
standard- world domination
cutthroat- cc's terminator games
[cc's cutthroat- victory goes to first player to elimate another]
paranoia- each player has a random target player. first person to have their target eliminated wins
open paranoia- paranoia, but everybody can see everydoy else's target
doubles- team
triples- team
bank limit (max number of extra armies a player can get for missing a turn... plus there's the option of allowing people to bank some and take some on a given turn):
no bank
limit 2
limit 5
unlimited
[could we do custom?]
turn delay/ time a person must wait before playing a turn again in a freestyle game (or otherwise):
0
1 hr
6 hrs
12 hrs
[till another player finishes a turn]
[custom?]
deadbeat elimination:
none
[(custom?) number of turns missed to deadbeat]
[(custom?) number of consecutive turns missed to deadbeat]
Bonus cards:
type 0- "no bonus cards. eliminating a player gives you 5 extra armies to deploy"
[type 0b- no bonus cards period.]
[type Xc- any type of bonus cards. plus an amount extra for eliminating a player]
type 1- bonus card progression= 3,5,7,9,12,15,25,30...
type 2- bonus card progression= 2,4,6,8,10...
type 3- equivalent to cc's "flat value"
type 4- random value between 3 and 10
[type 5- single [custom?] value for all sets]
bonus card territory specials:
standard- 2 extra armies on specific territory if you own the territory in the redeemed set
[custom- custom # extra armies on specific territory if you own the territory in the redeemed set]
cards of mass destruction aka CMD- all territories in redeemed set lose all but one battalion regardless of the owner
cards of mass reproduction aka CMR- all territories in redeemed set double battalions regardless of the owner
cards of mass confusion- player chooses CMD or CMR at time of set redemption
on/off options
reinforcement armies awarded to each player based on his/her status at the beginning of the round, as opposed to at the beginning of his/her turn (for freestyle games)
Manual allocation of armies- before gameplay begins, all players must allocate armies to given territories as they choose (as opposed to each territory automatically being assigned 3 armies). Players cannot see the allocation of other players until they have already allocated themselves.
[turn-based manual allocation (better for real-time games)- before gameplay (with attacking) begins, players take turns allocating a predefined (custom?) small amount of armies on their given territories per turn. each player can see all other players' allocations]
[manual territory selection (better for real-time games)- players take turns choosing a territory they would like to start tyhe game with. This could be done until all territories on the map are taken, or done so that each player gets to choose a predefined amount of territories, then the rest are determined randomly]
airlift fortifocations- armies can be fortified/redeployed between any of a player's territories (adjacent or non)
anonymous games- screennames of players are not revealed. (list= "Player 1, Player 2..." not "lackattack, dugcarr, marvaddin...")
war fog- players can only see enemy armies in territories adjacent to their own
capital bonus (maps must have built-in capital territories)- each player, at their reinforcement time (beginning of turn), is awarded 1 army on each capital that they own
[capital strongholds (maps must have built-in capital territories)- dice rolls defending a capital add one to the highest die (a 5,4 roll becomes a 6,4 against the attacking dice)]
[non-capital strongholds (maps must have built in stronghold territories)- stronghold coexist with, but separate from, capital territories]
revolution- a revolt may occur at the beginning of any turn on a territory owned by the player with the most territories. the odds of this happening start at zero with the first turn played [could also be done (and should be IMHO) per round] and increasing with each turn played (5%? custom?). Odds go back to zero after each revolt. I am not sure what happens when a revolt occurs- maybe all battalions in a random territory are lost but one? maybe a random territory is hand to the player w/ the smallest # of territories? maybe a random territory goes neutral?
duplicate IP restriction- a player cannot join a game that has been joined by another player using the same IP address
scoreless- game does not affect player scores.
turn lock- in a freestyle game a player cannot take a turn while another player is taking a turn.
bloodlust- tie goes to attcker instead of defender.
the only problem is.. would this be "stealing" from waw?