[GP/UI] 2-player "team" games

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Re: [GP/UI] 2-player "team" games

Postby greenoaks on Sun Dec 23, 2012 2:08 pm

chapcrap wrote:
trevor33 wrote:So what's the hold up with this?

Same as all other suggestions. The programmer chooses what to do with the time available and completes the task. The new leadership is still transitioning and hasn't started implementing suggestions, so things will take a while still. And I can tell you that this suggestion is not first priority for most.

it wouldn't make my top 10
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Re: One player 'teams'.

Postby agentcom on Mon Dec 31, 2012 6:39 pm

betiko wrote:why not but this has been suggested many times before.
would it be ok to play 2/4 players vs that 1 man team?
would there be a special medal or would it be counted as dubs/trips/quads unique kills? I guess lots of configs would be acceptable such as 2vs2 quads?


I don't think it would be ok to play 1 player v a team. IIRC, that idea has been kicked around and it would be too easy for that single player to gain too much of an advantage.

As for medals ... your guess is as good as mine, but I would think that this would be a new medal type.
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1v1 with 4 colors

Postby BENCLUB on Sun Feb 17, 2013 5:02 am

Concise description:
  • On the map there are 4 colors, and each player play with 2 colors.

Specifics/Details:
  • It will be the same rules that for double, but with only 2 players

How this will benefit the site and/or other comments:
  • This mode will be for player who want to play 1v1 without this spupid neutral
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Re: 1v1 with 4 colors

Postby greenoaks on Sun Feb 17, 2013 5:27 am

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Re: [GP/UI] 2-player "team" games

Postby chapcrap on Sun Feb 17, 2013 9:29 am

greenoaks wrote:2 player team games

Exactly.

MERGED
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New Game Style

Postby dildobaggins on Tue Apr 09, 2013 9:30 am

[NEW GAME STYLE]

It would be fun and a different strategy if you had it so 1 player had 2 colors to control in a game.
Ex: Imagine a 4 player doubles game there is a red & green on the same team, instead player 1 has control of both sets of troop colors. Player 2 has both yellow and blue control. This calls for more think ahead strategy similar to team games but minus the possible deadbeats or clueless random teammates. We should give this a try if the programming can understand this new style of gameplay. :D =D> :ugeek:



Concise description:
  • 1 Player 2 Colors

Specifics/Details:
  • see above

How this will benefit the site and/or other comments:
  • New strategy/gameplay similar to team games with less cooperation fails
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Re: New Game Style

Postby dildobaggins on Tue Apr 09, 2013 9:34 am

you could have the players name read:
ex: dildobaggins squad 1
dildobaggins squad 2

Ps. can even have gameplay of up to 8 squads each in a 2 player game..ideal for big maps that are no fun with 2
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Re: New Game Style

Postby BigBallinStalin on Tue Apr 09, 2013 11:03 am

So you get team medals for playing by yourself?

I don't care about medals, but I imagine most would be annoyed by that.
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Re: New Game Style

Postby crispybits on Tue Apr 09, 2013 11:12 am

I'm sure someone will be along soon with a link to a previous identical suggestion as I've seen this before, and that link will contain many of the arguments I've seen against it. In theory I like the idea and I hope you stick with it and modify it and work it to become something that can work, but you have some problems to overcome before it can become a really viable idea. Good luck!
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Re: [GP/UI] 2-player "team" games

Postby spiesr on Tue Apr 09, 2013 11:54 am

Last edited by spiesr on Sun Apr 28, 2013 12:19 pm, edited 1 time in total.
Reason: Added another.
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Re: [GP/UI] 2-player "team" games

Postby padsta on Fri Sep 06, 2013 3:23 pm

implement this bigwham
send me an invite if you are looking for teammate medal
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Re: [GP/UI] 2-player "team" games

Postby Armandolas on Sun Sep 08, 2013 3:41 am

Sometimes i wished i played my team game solo, because of someone else mistakes.
But hey. Whats the part of TEAMgame that im missing here?
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Re: [GP/UI] 2-player "team" games

Postby Dibbler on Fri Sep 13, 2013 5:43 pm

I'm against this option. A team game is necessarily with teammates not yourself and I don't feel it is sufficiently different enough to justify implementing it. I really don't see the point other then to add more settings to confuse everyone
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Re: [GP/UI] 2-player "team" games

Postby Armandolas on Tue Oct 01, 2013 6:27 pm

is this the polymorph thing?
Please add a comment on my new map:
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Re: [GP/UI] 2-player "team" games

Postby Metsfanmax on Tue Oct 01, 2013 8:04 pm

Armandolas wrote:is this the polymorph thing?


Where did you get that name? That's super-secret classified information!
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Re: [GP/UI] 2-player "team" games

Postby spiesr on Tue Oct 01, 2013 8:06 pm

Metsfanmax wrote:
Armandolas wrote:is this the polymorph thing?
Where did you get that name? That's super-secret classified information!
*cough*
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Re: [GP/UI] 2-player "team" games

Postby agentcom on Wed Oct 02, 2013 12:15 am

spiesr wrote:
Metsfanmax wrote:
Armandolas wrote:is this the polymorph thing?
Where did you get that name? That's super-secret classified information!
*cough*


Haha, well would you look at that?
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Re: [GP/UI] 2-player "team" games

Postby spiesr on Thu Oct 10, 2013 9:38 pm

IMPLEMENTED

Also MERGED: Multi Doubles Game Option
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Re: [GP/UI] 2-player "team" games

Postby codierose on Fri Oct 11, 2013 2:07 pm

woohoo another pointless addon well done =D> =D> =D> =D> =D> =D> =D> =D> =D>
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Re: [GP/UI] 2-player "team" games

Postby narutoserigala on Sun Oct 13, 2013 7:37 am

rocksolid wrote:It seems to me that one interesting game mode would be doubles or triples games where each team is controlled by a single player. It seems to me it's a valid exercise in strategy, and I imagine the only thing standing in the way is the whole new leaf in programming that would be required. What thinks the peoples? This can of course be done by having multiple accounts, which in this case would not be unsportsmanlike, but of course unacceptable at CC for other reasons.


I agree that if one looks deeper, someone else, not rocksolid had actually suggested the polymorphic option to deal with 1v1 game specifically in the context of mitigating the 1st turner advantage.

In fact, rocksolid was speaking about a different matter altogether that is a player controlling team games. The 1st turner problem above was not even in his mind at the time he wrote the post. He was talking about a different way of cooking chicken when the polymorphic (as I understand how bigWham presented it) was about a different way of cooking a duck! LOL

Anyone who is interested can read my post about the differences between chicken and ducks. :lol:
viewtopic.php?f=1&t=197081&start=75
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Re: [GP/UI] 2-player "team" games

Postby agentcom on Mon Oct 14, 2013 12:24 am

I have no idea what you're talking about in either of these posts.
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Re: [GP/UI] 2-player "team" games

Postby spiesr on Mon Oct 14, 2013 9:50 am

A (philosophical?) question as to whether this mode is intended as a variant on team games or on 1v1 games.
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Re: [GP/UI] 2-player "team" games

Postby agentcom on Mon Oct 14, 2013 6:13 pm

spiesr wrote:A (philosophical?) question as to whether this mode is intended as a variant on team games or on 1v1 games.


I think it's most properly classified as a variant on team games because I like to classify things by the strategy and gameplay involved. I realize that if you classify things by alone-ness or team-ness, this is more like a 1v1 variant, but I'm not convinced that's a useful categorization method.
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Re: [GP/UI] 2-player "team" games

Postby narutoserigala on Sat Oct 19, 2013 2:55 am

spiesr wrote:A (philosophical?) question as to whether this mode is intended as a variant on team games or on 1v1 games.


If the turn order in team games (Team 1 versus 2 setting) is manipulated, an interesting 1v1 pattern emerges. Please refer to my post on " Alternating First Turns In Team Games"

viewtopic.php?f=4&t=197437&p=4316832#p4316832.

The above hypothetical team game scenario develops into a series of "1"v"1"with 2 differences.

Firstly, "1" in this case actually means 1 pair of colours/armies from each team.

Secondly, the 2nd turner actually starts with 2 deploys (since we are speaking in terms of pairs). In comparison, the first turner starts with 1 deploy, only one half of the 2nd turner.

The above was originally suggested as a variant team play option besides dealing the 1st turn advantage in a team setting. The ensuing discussions resulted in the above "discovery".

If we take the half deploy as a benchmark of a fairer deploy, then this suggests that the first turner (using the current CC default settings) had gotten at least twice over the "fair deploy"!

Perhaps, CC could consider reducing the 1v1 games (singles and teams) first turner deploy ?

Cheers, naruto



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Re: [GP/UI] 2-player "team" games

Postby spiesr on Sun Apr 06, 2014 7:47 pm

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