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Victory points for quicker games.

PostPosted: Sat Apr 18, 2009 1:20 am
by TruePurple
By X round/turn:
At the end of the round # decided before the game starts, the person who has the most victory points is made winner of the game. You can of course win normally by eliminating players as well.

  • Every troop unit you got from territories at the start of your turn of that turn only, counts as 1 victory point and is compared to what others had at the start of their turn, in that round.
  • This could include spoils troop. (though it may work wonky with escalating spoils setting)
  • If so then uncashed spoils would also count, perhaps even the one you get at the end of turn. (what you could have gotten with that set next turn)
  • Spoil troop can be traded for victory points directly rather then placed on the field. These points carry on turn to turn and can be accumulated, on the downside, no troops to conquer territory that increase your victory points.
  • 3(number could be adjusted) victory points for every spoil where you own that domain, that has not been cashed in.
  • This idea can be used with just the first point, minus all the spoiler point stuff, and still work, if it needs to be made simpler. Though I like the spoiler point stuff.
  • VP need have nothing to do with points alloted for rank etc when the game ends/you are eliminated/win.

Domination victory:

Like # round victory except you win the game in any round you have ~75% or more victory points at the end of your turn then the combined victory points of everyone else at the end of their turn, rather then at any set round. (but both versions could be used for one game)

  • Possibly could give players a warning the first round this happens,(give them a chance to counter the victory) and if it is still the case the next round, that player wins.

Advantage to game is:

There may be deeper strategy options as well depending on how we do this. But the biggest & main reason to do this is quicker regular/nonspeed games and not having to suffer through a game that is already a forgone conclusion, without depending on surrendering options. And spare people from stalemated games too.

Re: Victory points for shorter games.

PostPosted: Sat Apr 18, 2009 1:36 am
by DarthBlood
is this supposed to like a new setting for the game? like standard, assassin, terminator, dubs, etc?

Re: Victory points for shorter games.

PostPosted: Sat Apr 18, 2009 1:52 am
by TruePurple
Well more a sub-type of standard.

It would a optional additional way to win a standard game for quicker less frustrating games (especially helpful with forgone conclusion games that drag on)

As far as it being a option for other types of game, I can't comment on since I haven't played them.

Edited in just a bit more after domination victory, something that I meant to include but forgot.

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 12:40 pm
by sailorseal
How are "Victory Points" calculated?

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 2:03 pm
by TruePurple
I explained that in the original post in great deal *sighs*

Briefly again:

Your VP are the troops you got in your last turn. This may or may not include spoils troops. This may or may not include a +3 VP for unspent spoils where you control the territory of said spoil.

(Spoils?) troops you may place your turn may instead be converted to VP's. The advantage is that these VP would carry on from round to round. This aspect of the idea could be skipped and it would still work.

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 2:17 pm
by sailorseal
TruePurple wrote:I explained that in the original post in great deal *sighs*

Briefly again:

Your VP are the troops you would get/did get in your turn (we could make make it based on the round before) This may or may not include spoils troops. This may or may not include a +3 VP for unspent spoils where you control the territory of said spoil.

Troops you may place your turn may instead be converted to VP's. The advantage is that these VP would carry on from round to round. This aspect of the idea could be skipped and it would still work.

I see, so you are saying to change the # of points based on how long a game is?



Just an FYI game points now are Winner's Points/Loser's Score*20

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 2:21 pm
by Stroop
sailorseal wrote:
TruePurple wrote:I explained that in the original post in great deal *sighs*

Briefly again:

Your VP are the troops you would get/did get in your turn (we could make make it based on the round before) This may or may not include spoils troops. This may or may not include a +3 VP for unspent spoils where you control the territory of said spoil.

Troops you may place your turn may instead be converted to VP's. The advantage is that these VP would carry on from round to round. This aspect of the idea could be skipped and it would still work.

I see, so you are saying to change the # of points based on how long a game is?



Just an FYI game points now are Winner's Points/Loser's Score*20

That's not at all what he's saying. Would you just read the suggestion?

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 2:24 pm
by TruePurple
Not only not all of what I am saying, none of what I am saying.

As I have stated in my original post:

  • This has nothing to do with rank points. Just who wins the game and when.
  • Theoretically this idea should have minimal if no impact on rank point values from game completion. But I don't understand rank points enough to say for sure.

BTW thank you Stroop :) Got any feedback for the idea?

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 2:39 pm
by Stroop
The first point, with getting a victory point for every army earned at the start of each turn, is a good basic idea for the suggestion.

I'm not so sure about all the spoils points and how they work exactly, but I'm sure that'll be refined if this idea is greeted with good sounds. ;)

Currently, I avoid games that easily descend into a big stalemate with nothing happening, but this would definitely change that.

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 6:24 pm
by oVo
There are some people who do not care much about playing the game fairly and have a peculiar capacity to abuse things that were made with the best of intentions. This would simply add to their arsenal.

There are no stalemates on Conquer Club.

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 6:36 pm
by TruePurple
Well we could try this, see if it gets abused. Try to figure out if there is a counter to the abuse. There are many ways this could be done. If not, abandon it.

I don't think we should abandon an idea just because it might be abused in some way we haven't thought of. You want the abusers to win? They shouldn't completely dictate what is done with a game.

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 7:03 pm
by dhallmeyer
I think this would lead people to play MORE conservatively. If I know that I need only to have the most "points" at the end, I'm not going to take the same risks I would if I were trying to win. All stalemates eventually get broken as it is, so I would say leave it.

Re: Victory points for quicker games.

PostPosted: Sun Apr 19, 2009 7:15 pm
by TruePurple
Well it could be a option, one you wouldn't have to choose.

Also if someone won or gained VP advantage before the turn ran out, your conservative playing may work against you.

But you make a good point. What about the domination VP condition? It wouldn't help with stalemates. But it would help games already decided end a bit quicker. And it would require you to be a bit aggressive to get it.