stahrgazer wrote:Robinette wrote:Anyway, i just thought i'd try to get a sense for what you all thought before considering if an official suggestion should be made of it...
Flat rate isn't a consistent 8, so your numbers are off; you may say that's an average, but you can't count on an average in any specific game.
However, for the suggestion itself: as an option, why not?
The average is 7 btw, not 8.
Robinette wrote:Georgerx7di wrote:I hate it.
Furthermore, there is strategy in escalating games as im sure you know robin.
Well of course... there is strategy in all of the game formats... this would just be something different...Georgerx7di wrote:Flat rate is just for when your board, or want more luck in your dubs games. Esca-lite would play like flat rate build games with std. 6 player settings. You must realize that the reason you can take someone out is that when you cash your cashing 25 more than the guy who cashed first from the group, whatever the round may be. If we all have 60 armies, and I cash for 18, 5 cashes later you're cashing for 23, you still can't take me out. It would just be another build game. And I don't think build games test your strategy, they just test who feels like playing longer.
aww george... you disappoint me... the early rounds would be more likely to have many skirmishes which would hold those #'s down a bit as players go for continents... you're only seeing this through escalating tinted glasses, where continent bonuses mean nothing, and blocking rules(i just had to throw that in, hehehe).. i take it you've never played the board game this way, y'know, there is a reason the rules called this a variation for Risk experts... give it another look, but with an open mind.
Robin, I could be wrong (not likely though). Here's the thing. There has to be an incentive to take someone out. If your playing flat rate and everyone has 300 armies, there's no reason to take someone out, except to end the game. What I mean is, if I waste 275 armies killing your 300 armies, it reduces my chances of winning. So the only way to end a flat rate singles game is to make a bad move (move that reduces your chances of winning is what I define as a bad move for those of you who are going to argue this point).
With these steps in card levels, the turn in rate will never even catch up to half the armies your opponent has. The only counter to this would be if they let you hold more cards and turn in 2 or 3 sets at once. Perhaps an option to go with this. Please think about the math in this before you shoot down what I'm trying to say.
By the time the cash gets to 64 (64 makes the math easier than 60), 60 sets will have been turned in. Lets say you cash first and more or less follow the order. That's 4+10+16... Each person will have cashed 10 sets. Meaning each person should have picked up (doing this off the top of my head) somewhere between about 630 and 690 armies obtained just from the cards you cashed. And about 35 rounds will have past. Now there's no way that cashing at 60 at this point will be enough to make it worth your while to take someone out.