[GP/UI] Anti Fog Spoils

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[GP/UI] Anti Fog Spoils

Postby AAFitz on Tue Mar 02, 2010 11:11 pm

<DELETE ME>
Concise description:Further concised:
  • Make spoils clear fog for region.

Specifics:

Clear Fog spoils.

  • If you own the region on the spoil, you get to see that region for the rest of the game. It becomes permanently unfogged.

    Options
    • Clear fog Nobonus
    • Clear fog Flat Rate
    • Clear fog Escalating


    Eliminate the +2 bonus on flat rate, and escalating, and simply clear the fog for that region, for that player.

    Added: grifftron's Idea:

    for sunny games, Include Create Fog Spoils. Instead of adding +2 bonus, make the region fog. It may help or hurt of course, but will without a doubt make some interesting strategy options, especially in long games.


    This will improve the following aspects of the site:


    • Possibly an interesting spoils variation, albeit confined to fog games. The clear fog option, essentially creates a spy like function of the game, which in many, may very well decide the game. Knowing where a player is parked can be crucial in a fog game, and if you get lucky and find his stack, you can kill it, or realize its bad time to go for it.
      Also, the spoils will be in the log. You will often have to keep away from those spots with stacks, to keep them hidden, so it will most definitely change game play on both sides.

      Absolutely too boring alone however. It needs to be coupled along with Flat rate, and escalating as well. I think nuclear taught us this lesson. Nuclear is a great option, but its impact on games is very minimal usually. But nuclear + escalating flat, would be a completely different game.

So far this seems the simplest, clearest, and best option of any anti-fog options, but add more if you have them.
Last edited by spiesr on Sun Jul 07, 2013 8:05 pm, edited 7 times in total.
Reason: Added [GP/UI] tag for index
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Re: Anti Fog spoils.

Postby happy2seeyou on Tue Mar 02, 2010 11:28 pm

Interesting, I like it. =D>
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Re: Anti Fog spoils.

Postby yazoochick on Tue Mar 02, 2010 11:49 pm

What about games where no spoils is selected?
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Re: Anti Fog spoils.

Postby RiskTycoon on Wed Mar 03, 2010 1:50 am

yazoochick wrote:What about games where no spoils is selected?


then there would be no spoils and it would be just a basic fog game. I like the idea Fitz. pretty cool 8-)
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Re: Anti Fog spoils.

Postby ManBungalow on Wed Mar 03, 2010 2:25 pm

Good idea.
The only thing I don't like is the proposition of timed map-glances which favour those with faster internet connections. It's too easy to lag for 4 seconds or to take a screen-shot of the page at the right time.
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Re: Anti Fog spoils.

Postby darth emperor on Wed Mar 03, 2010 2:45 pm

ManBungalow wrote:Good idea.
The only thing I don't like is the proposition of timed map-glances which favour those with faster internet connections. It's too easy to lag for 4 seconds or to take a screen-shot of the page at the right time.

Exactly what i was thinking...so no need to say...or maybe it could fix like that so it would be a new type of fog ex.
you use this cards and you see that in tokyo green has 1 troop and it leaves like that...but the round goes on and yellow takes tokyo you would see that green has 1 but when you reach to any adjacent territory youll se the change of yellow...i mean its a record spoil...takes a snapshot of all the board without ? and changes the last ? for what was recorded and you wont see the changes till you are adyacent...not sure if i explained well

I like the first idea but what happens when you change the same territory for the second time?? would be a useless card?
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Re: Anti Fog spoils.

Postby fookeh on Wed Mar 03, 2010 2:58 pm

Rather than time, what about rounds?

r = 1 round
g = 2 rounds
b = 3 rounds
mixed = 4 rounds

Rounds meaning you can see the borders of the territory for the card you possess.

EDIT: The more I think about it - the more stupid it sounds (round concept)

I think this could be made into something effective and fun though (the original idea)
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Re: Anti Fog spoils.

Postby Qwert on Wed Mar 03, 2010 3:45 pm

How abouth Fog clean cards?
You have set of cards,and when you use,these territory its not anymore foggy(for you).
And these could be even more interesting,because your opponents dont know what you know,and also you dont know what your opponent discover..
Step by step,you clean map of fog.
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Re: Anti Fog spoils.

Postby AAFitz on Wed Mar 03, 2010 4:47 pm

ManBungalow wrote:Good idea.
The only thing I don't like is the proposition of timed map-glances which favour those with faster internet connections. It's too easy to lag for 4 seconds or to take a screen-shot of the page at the right time.


Completely agree, and it was just the first thing I thought of. More looking for ideas, that increment on the sets...or, go with the coupling of flat rate, escalating. I personally think nuclear should be teamed with those card options too, to really add some fun to the game.

But knowing an extra spot on the map or two, could be extremely helpful on some games.
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Re: Anti Fog spoils.

Postby AAFitz on Wed Mar 03, 2010 4:53 pm

qwert wrote:How abouth Fog clean cards?
You have set of cards,and when you use,these territory its not anymore foggy(for you).
And these could be even more interesting,because your opponents dont know what you know,and also you dont know what your opponent discover..
Step by step,you clean map of fog.


Technically they would know, because the cards you cash get listed. That was the first idea, and probably the easiest to program, and the one that would make the challenge more interesting.

Especially in bigger games where youre looking for that last guy, or where your target might be. One perfectly placed card, gives you some interesting intel, which would definitely change the game. Further, it wouldnt be confined to no cards, so the game would not have to be no cards to enjoy the variation.

Spoils:
Only available as option on Fog games:
No bonus no fog
Flat rate no fog
Escalating no fog

or Normal spoils:
no spoils
flat rate
escalating
john9blue wrote:"honestly i think martin might be better off dead"

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Re: Anti Fog spoils.

Postby Qwert on Wed Mar 03, 2010 5:23 pm

Technically they would know, because the cards you cash get listed. That was the first idea, and probably the easiest to program, and the one that would make the challenge more interesting.

but what if these also be hide?Do you though of these concept?
-------------------------------------------------------------------------------------------------------
2010-03-03 22:23:45 - Qwert cashed in a group of ?,?, and ?,removing Fog from these territory
----------------------------------------------------------------------------------------------------------

now this will be interesting Fog gameplay ;)
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Re: Anti Fog spoils.

Postby docidiot on Wed Mar 03, 2010 5:27 pm

of course, we already have (sort of) the reverse of this. as you turn in spoils in a fog game, your opponent can ascertain whether or not you have one (or more) of the territories of the spoils. its not perfect, but there is a lot of information there.
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Re: Anti Fog spoils.

Postby Aalmeida17 on Wed Mar 03, 2010 5:34 pm

yazoochick wrote:What about games where no spoils is selected?

](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,) ](*,)
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Re: Anti Fog spoils.

Postby AndyDufresne on Wed Mar 03, 2010 5:53 pm

Interesting suggestion. Develop it out a little more. Too bad the suggestion about "Ninja Spoils" seems to have died out.


--Andy
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Re: Anti Fog spoils.

Postby Aalmeida17 on Wed Mar 03, 2010 5:55 pm

AndyDufresne wrote:Interesting suggestion. Develop it out a little more. Too bad the suggestion about "Ninja Spoils" seems to have died out.


--Andy

agree
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