Change FLAT RATE bonuses.

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Re: Change FLAT RATE bonuses.

Postby GenuineEarlGrey on Mon Mar 09, 2009 4:41 pm

owenshooter wrote:if you want to remove the luck factor from flat rate, then don't play flat rate.


....or even avoid playing flat rate on small maps
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Re: Change FLAT RATE bonuses.

Postby cicero on Mon Mar 09, 2009 4:42 pm

Optimus Prime wrote:I happen to like my flat rate spoils just the way they are to be honest. No need to go fixing something that isn't broken.
My secretary already typed my response.

:)
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Re: Change FLAT RATE bonuses.

Postby KernowWarrior on Mon Mar 09, 2009 5:32 pm

I like the Flat Rate bonuses as they are. Could introduce another card selection option for players who dont. Flat rate Original (RRR=4/GGG=6/BBB=8/RGB=10) and Flat Rate lite (all sets of 3, RRR GGG BBB RGB = 10)
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Re: Change FLAT RATE bonuses.

Postby iambligh on Mon Mar 09, 2009 5:59 pm

what about 20 for a full-house?
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Re: Change FLAT RATE bonuses.

Postby Woodruff on Mon Mar 09, 2009 6:56 pm

j35t3r.us wrote:Thats what? 7 for and 3 against. More replies please.
As stated above, cards have the same chances to be drawn but are worth different amounts. This is bad math. Make it more rare for the higher handins, makes no sense to have higher handins same probability as lower handins. I mean heck... Flat rate means FLAT RATE, not different rates!


In...that game we all love that brought us here..."flat rate" doesn't even mean any of the above, you may recall. That's really how we should probably go for flat rate.
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Re: Change FLAT RATE bonuses.

Postby oVo on Wed Mar 11, 2009 7:22 pm

iambligh wrote:what about 20 for a full-house?

Players with an upper case v in their name should probably get a fresh 20 armies for all sets cashed in.

I like the setup as it is too and feel that escalating set option is there to pick up the slack.
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Re: Change FLAT RATE bonuses.

Postby Kotaro on Wed Mar 11, 2009 7:25 pm

Optimus Prime wrote:I happen to like my flat rate spoils just the way they are to be honest. No need to go fixing something that isn't broken.
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Re: Change FLAT RATE bonuses.

Postby PLAYER57832 on Wed Mar 11, 2009 8:00 pm

I like it just the way it is. That's why there are OPTIONS in CC... so you can play what you like.

If you don't like Flat Rate, don't play it!

That said, maybe there is room for a fourth option... without eliminated the current Flat rate?
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Re: Change FLAT RATE bonuses.

Postby lancehoch on Thu Mar 12, 2009 9:37 pm

e_i_pi wrote:
Joodoo wrote:
e_i_pi wrote:The chances of having a mixed is the same as the chances of having a coloured set you know


then we should make all of the sets worth 10 armies / 8 armies

That's what I mean.

RRR: 6 armies
GGG: 6 armies
BBB: 6 armies
RGB: 10 armies

is exactly the same as

RRR: 10 armies
GGG: 6 armies
BBB: 6 armies
RGB: 6 armies

statistically

pi, that is not true.
Subject: 10 army sets... are these common to turn in repeatedly?

lancehoch wrote:To answer the question from the thread title, actually mixed sets are more common than any single instance of a single colored set:
3 cards: 27 possibilities- 1/27 red, 1/27 green, 1/27 blue, 6/27 mixed, 18/27 no set
4 cards: 81 possibilities- 9/81 red, 9/81 green, 9/81 blue, 36/81 mixed, 18/81 no set
5 cards (note you can have a mixed set and a plain color set, I am counting these as mixed): 243 possibilities- 31/243 red, 31/243 green, 31/243 blue, 150/243 mixed, 0/243 no set

in percentages (mixed only):
3 cards: 22.22%
4 cards: 44.44%
5 cards: 61.73%

So to answer your question, yes it is very common to get a mixed set.

More in depth analysis for the 5 card situations:
only red: 31/243
only green: 31/243
only blue: 31/243
only mixed: 90/243
red and mixed: 20/243
green and mixed: 20/243
blue and mixed: 20/243

totals:
red: 51/243
green: 51/243
blue: 51/243
mixed: 150/243

What I would suggest is (if there is to be a change) actually changing the values to mixed = 4 and red/green/blue = 10.
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Re: Change FLAT RATE bonuses.

Postby ahunda on Fri Mar 13, 2009 6:41 am

As we all know, CC is derived from a popular board game, and the cash rules for Flat Rate are taken 1:1 from the rules of this board game. Changing the cash values would certainly upset all Flat Rate fans, who have been playing the board game for a long time, before coming to CC.

Whilst the standard setting in the original rules of the board game in the USA was Escalating (with Flat Rate being introduced in later versions as an alternative option), in Europe the standard always was Flat Rate. So especially the Europeans are used to the 10,8,6,4 rule as it is.

Now I don´t mind much, since I rarely (almost never) play Flat Rate, but I think changing the cash values is a really bad idea, for the mentioned reasons. Maybe suggest an additional / new Game Type with different cash values. Then again ... I really don´t care ...
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Re: Change FLAT RATE bonuses.

Postby Woodruff on Fri Mar 13, 2009 7:11 am

ahunda wrote:As we all know, CC is derived from a popular board game, and the cash rules for Flat Rate are taken 1:1 from the rules of this board game. Changing the cash values would certainly upset all Flat Rate fans, who have been playing the board game for a long time, before coming to CC.
Whilst the standard setting in the original rules of the board game in the USA was Escalating (with Flat Rate being introduced in later versions as an alternative option), in Europe the standard always was Flat Rate. So especially the Europeans are used to the 10,8,6,4 rule as it is.
Now I don´t mind much, since I rarely (almost never) play Flat Rate, but I think changing the cash values is a really bad idea, for the mentioned reasons. Maybe suggest an additional / new Game Type with different cash values. Then again ... I really don´t care ...


But the Flat Rate on Conquer Club ISN'T the 10-8-6-4 rule that you refer to here. In fact, that's what I've been saying...it would make far more sense for Conquer Club to mirror the board game in that regard, as it would INCREASE the strategy involved in that format and DECREASE the luck factor.
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Re: Change FLAT RATE bonuses.

Postby Koganosi on Fri Mar 13, 2009 7:32 am

The flat rate cards are good now as they are. They have just been taken of the normal risk settings. You got the same chances as ur opponents, so what u lose a game by it. Things happens man dont cry. If you dont like it dont play it. It is perfect as it is now.

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Re: Change FLAT RATE bonuses.

Postby Gillipig on Fri Mar 13, 2009 7:51 am

Why not keep everything as it is and add a variant of flat rated cards? Like someone said all single coloured set worth 8 and mixed 10. In that way we would have greater possibility to chose whatever we like! :P
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Re: Change FLAT RATE bonuses.

Postby ahunda on Fri Mar 13, 2009 8:05 am

Woodruff wrote:But the Flat Rate on Conquer Club ISN'T the 10-8-6-4 rule that you refer to here. In fact, that's what I've been saying...it would make far more sense for Conquer Club to mirror the board game in that regard, as it would INCREASE the strategy involved in that format and DECREASE the luck factor.

The Flat Rate cash values @ CC are exactly as in the board game. At least the European version of said board game.
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Re: Change FLAT RATE bonuses.

Postby BaldAdonis on Fri Mar 13, 2009 11:57 am

There was a suggestion (ages ago) for a fixed rate game: all sets are worth the same amount. That eliminates even more luck than your suggestion. Better yet, don't play with cards at all. Luck factor eliminated.

lancehoch wrote:What I would suggest is (if there is to be a change) actually changing the values to mixed = 4 and red/green/blue = 10.

I play the board game similarly, but keep the 6/8/10 for infantry/cavalry/artillery. Mixed is worth the least, because it's the easiest to get. Sometimes there's a variant: depending on which territories you hold, you get up to three +2 bonuses for a mixed set, up to two for infantry, just one for cavalry, and none for artillery.
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