Re: Trench warfare1917 V24. 21/06 Bugs be solved pg.1/25
Posted: Thu Jul 19, 2012 10:06 pm
Hi. I've played this map on a few different 1v1 setups and I have some thoughts on the latest.
I do not like the idea of every player territory starting with one troop. If the players are going to start with 14 regions that means players will only have those 4 troops for attacking the first turn. This means there is about a 30% chance the attacker lose 2 troops on the first roll and have to be done or risk the much lower odds of winning a 2v2 roll. This makes the early game of a 1v1 quite tenuous because if one person can take a region first turn and get to 15 regions while the other gets stuck at 14, especially if the unlucky person goes second, this can create a large advantage because bonuses are quite difficult for an opponent to break in the first few turns. This opportunity for a large early lead is a lot to hinge on just one roll each.
Additionally, the possibility of having only one die roll the first turn is pretty unfun. The traditional CC beginning of 3 starting troops plus 3 to deploy ensures at least two die rolls first turn, providing much greater odds that the player will make at least some headway toward his/her goals. Also, starting with only one troop on each region provides very few options for reinforcement. This exacerbates the problem of the lucky (or simply not unlucky) player getting a large early advantage as well as further reducing feelings of player inefficacy.
I do not like the idea of every player territory starting with one troop. If the players are going to start with 14 regions that means players will only have those 4 troops for attacking the first turn. This means there is about a 30% chance the attacker lose 2 troops on the first roll and have to be done or risk the much lower odds of winning a 2v2 roll. This makes the early game of a 1v1 quite tenuous because if one person can take a region first turn and get to 15 regions while the other gets stuck at 14, especially if the unlucky person goes second, this can create a large advantage because bonuses are quite difficult for an opponent to break in the first few turns. This opportunity for a large early lead is a lot to hinge on just one roll each.
Additionally, the possibility of having only one die roll the first turn is pretty unfun. The traditional CC beginning of 3 starting troops plus 3 to deploy ensures at least two die rolls first turn, providing much greater odds that the player will make at least some headway toward his/her goals. Also, starting with only one troop on each region provides very few options for reinforcement. This exacerbates the problem of the lucky (or simply not unlucky) player getting a large early advantage as well as further reducing feelings of player inefficacy.