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Re: Non-random attacks

Postby iamkoolerthanu on Sun Apr 25, 2010 1:47 am

DeadCenter wrote:Boring game? That's why it'd be a game OPTION - if you don't like it you could choose not to play it. Just adds a little something for those who do. I think this would be a fine idea to implement.

Exactly. Like I find No Spoils boring on certain maps with certain number of players. This suggestion would also be boring in some maps. But in some maps it would be very fun!
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Re: Non-random attacks

Postby TheForgivenOne on Sun Apr 25, 2010 3:23 pm

I, for some reason, don't like it. Can't put a nail in the head as to why, but i don't. If i think of the reason, i shall return
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Re: Non-random attacks

Postby misher on Mon Apr 26, 2010 10:15 am

Dunno about you guys, but I just had a game where I was going to take antioch for the win...and lost...15 men to 4, which then lead to my defeat.

Sometimes the dice just get bloody annoying/aggravating.
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Re: Non-random attacks

Postby TheForgivenOne on Tue Apr 27, 2010 12:38 am

Let me ask you this. You expect every single role, at those numbers, 15v4, to win every time? There is a thing called luck and odds. Every once in a while you should lose that attack. Technically, this gamestyle, could never be played on Circus Maximus with no spoils, as you'd just go in a circle forever, until someone deadbeated, as their are no bonuses.
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Re: Non-random attacks

Postby mattattam on Tue Apr 27, 2010 2:01 am

Yeah I don't this will happen. Takes away the luck factor that makes it interesting. Perhaps a modified version of your proposal could be made where you can't lose a certain amount compared to your opponents stack. I dont see that happening either though.
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Re: Non-random attacks

Postby misher on Wed Apr 28, 2010 2:37 am

If you cared about interesting, luck, and sheer randomness, I don't think you'd play near constant 1v1's with players....1v1 is alot more skill based than most.

Sure non-random would screw 1v1 games, but in a 6 way free for all its fun as hell.

Plus you seem to all be forgetting the fact that people always say shit about the dice, this gets them to shut up once and for all!
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Re: Non-random attacks

Postby JoshyBoy on Thu Apr 29, 2010 3:33 pm

I don't like this idea, it detracts from what CC is all about.
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Re: Non-random attacks

Postby iamkoolerthanu on Thu Apr 29, 2010 8:36 pm

JoshyBoy wrote:I don't like this idea, it detracts from what CC is all about.

Which is why you would not play this OPTION. ;)
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Re: Non-random attacks

Postby AgentSmith88 on Fri Apr 30, 2010 12:14 am

misher wrote:If you cared about interesting, luck, and sheer randomness, I don't think you'd play near constant 1v1's with players....1v1 is alot more skill based than most.

Sure non-random would screw 1v1 games, but in a 6 way free for all its fun as hell.

Plus you seem to all be forgetting the fact that people always say shit about the dice, this gets them to shut up once and for all!


Hilarious! :lol:

Maybe if you play freestyle speed or sequential on a few maps like AOR. Any normal map is decided by drop and who goes first 90% of the time.
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Re: Non-random attacks

Postby misher on Tue May 04, 2010 2:56 am

Just to clear it up the reason I said that is on most seq maps or free for me it's basically who gives up and suicides who, sure I win about 30% of them but thats because I factor that in and attempt my best not to piss suiciders off. (sadly my rank has been inspiring more and more of it....)

As for 1v1 drops do play a part, but all in all I think a 2-3 man head start that drops would give you would be inconsequential which is why alot of players can win there 1v1 maps ?80%? of the time. Because they've mastered all the skill they can possible squeeze out of the map.

I've pretty much mastered (at least as much as anyone else has mastered) freestyle and that took me about 2 years, I still learn new things everyday, infact I just had a few realizations about taking territories and leaving 1 man as defense that I'm going to try to implement in my gameplay today.

Theres always room for expansion, while pratice may very well be affected by the law of diminishing marginal returns, these 1v1 players have played the same damn map over and over and I'm damn sure (since I've checked the facts and the logs of alot of 1v1 players) that most of them tend to win most of the time unless they suffer near fatal bad luck with drops.
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Re: Non-random attacks

Postby sm8900 on Thu May 06, 2010 6:17 pm

I like this idea. since one of the amazing things about about Conquer Club is the sheer number of comprehensive ideas and options which we can try here, we might as well give people a chance to use this one...if they choose to use this when creating the game.
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Re: Non-random attacks

Postby AgentSmith88 on Fri May 07, 2010 12:43 am

misher wrote:Just to clear it up the reason I said that is on most seq maps or free for me it's basically who gives up and suicides who, sure I win about 30% of them but thats because I factor that in and attempt my best not to piss suiciders off. (sadly my rank has been inspiring more and more of it....)

As for 1v1 drops do play a part, but all in all I think a 2-3 man head start that drops would give you would be inconsequential which is why alot of players can win there 1v1 maps ?80%? of the time. Because they've mastered all the skill they can possible squeeze out of the map.

I've pretty much mastered (at least as much as anyone else has mastered) freestyle and that took me about 2 years, I still learn new things everyday, infact I just had a few realizations about taking territories and leaving 1 man as defense that I'm going to try to implement in my gameplay today.

Theres always room for expansion, while pratice may very well be affected by the law of diminishing marginal returns, these 1v1 players have played the same damn map over and over and I'm damn sure (since I've checked the facts and the logs of alot of 1v1 players) that most of them tend to win most of the time unless they suffer near fatal bad luck with drops.


Fact of the matter is CC is based on the board game RISK. No board game (or card game for that matter) involves 100% strategy - there is always some luck involved. This is not a variation of a play style; it's a completely different game.
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Re: Non-random attacks

Postby natty dread on Fri May 07, 2010 6:06 am

Fact of the matter is CC is based on the board game RISK. No board game (or card game for that matter) involves 100% strategy - there is always some luck involved. This is not a variation of a play style; it's a completely different game.


Agreed. If you want no dice involved, go play chess. Sure, we all shout and curse when we lose that crucial 8v2 battle but it's all part of the game. There's a random element you cannot predict, and this is what makes the games exciting. Without dice it would be like acting out a screenplay, where every move is known in advance, extremely boring...
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Re: Non-random attacks

Postby iamkoolerthanu on Fri May 07, 2010 3:43 pm

natty_dread wrote:
Fact of the matter is CC is based on the board game RISK. No board game (or card game for that matter) involves 100% strategy - there is always some luck involved. This is not a variation of a play style; it's a completely different game.


Agreed. If you want no dice involved, go play chess. Sure, we all shout and curse when we lose that crucial 8v2 battle but it's all part of the game. There's a random element you cannot predict, and this is what makes the games exciting. Without dice it would be like acting out a screenplay, where every move is known in advance, extremely boring...

iamkoolerthanu wrote:Which is why you would not play this OPTION. ;)
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Re: Non-random attacks

Postby Army of GOD on Fri May 07, 2010 4:08 pm

But then my dice hack would be completely pointless...
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Re: Non-random attacks

Postby iamkoolerthanu on Fri May 07, 2010 4:18 pm

Army of GOD wrote:But then my dice hack would be completely pointless...

iamkoolerthanu wrote:Which is why you would not play this OPTION. ;)

;)
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Re: Non-random attacks

Postby natty dread on Fri May 07, 2010 4:30 pm

Even having it as an OPTION would be counterproductive IMO.
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Re: Non-random attacks

Postby drunkmonkey on Fri May 07, 2010 5:01 pm

Every time the flaws of a suggestion are pointed out, the counter-argument is "that's why it would be an OPTION". No. We can't fill the site with terrible "options" that people can just choose not to play. We already have freestyle; isn't that enough?
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Re: Non-random attacks

Postby army of nobunaga on Fri May 07, 2010 6:18 pm

i think that if you think this out it would always end up with a map with a ton of "1's" and a few "2's" you would never ever get up to 90 troops like in your example.
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NO DICE

Postby tonbomorphew on Sun Jul 25, 2010 1:31 pm

On the start a game and game finder boxes there will be:
Dice: Regular - No dice
Gameplay
[*]The attacker has 4 people defender has 2 4-2=2 he gets two armies too advance

Specifics/Details:

How this will benefit the site and/or other comments:
  • More people will play games
    Complaints about dice\die will not happen
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Re: NO DICE

Postby Woodruff on Sun Jul 25, 2010 1:47 pm

tonbomorphew wrote:On the start a game and game finder boxes there will be:
Dice: Regular - No dice
Gameplay
*The attacker has 4 people defender has 2 4-2=2 he gets two armies too advance
Specifics/Details:
  • xxxxxxx
How this will benefit the site and/or other comments:
  • xxxxxxx


Since there is clearly no benefit at all to the site, I move that this suggestion be trashed.
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Re: NO DICE

Postby TheForgivenOne on Sun Jul 25, 2010 2:48 pm

This has been suggested before. This would create a ton of stalemate games. Technically, No game on Circus Maximus that is 1v1 would ever end, unless someone deadbeated.
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Re: NO DICE

Postby jrh_cardinal on Sun Jul 25, 2010 11:14 pm

then the only way you would gain an advantage is the drop. There's no way to gain an advantage if both people play correctly beyond what you get on the drop
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Re: NO DICE

Postby Queen_Herpes on Mon Jul 26, 2010 12:11 am

jrh_cardinal wrote:then the only way you would gain an advantage is the drop. There's no way to gain an advantage if both people play correctly beyond what you get on the drop


Perhaps he is also suggesting that there should be no drop, then there will be no complaints about the drop.
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Re: NO DICE

Postby Army of GOD on Mon Jul 26, 2010 12:28 am

Queen_Herpes wrote:
jrh_cardinal wrote:then the only way you would gain an advantage is the drop. There's no way to gain an advantage if both people play correctly beyond what you get on the drop


Perhaps he is also suggesting that there should be no drop, then there will be no complaints about the drop.


But then they'd complain about human error.

How about: no dice, no drop game played by super-computers?
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