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MrBenn wrote:Another solution would be to change the rate at which cards escalated, and start an exponential increase after a certain number of rounds.
Instead of 4, 6, 8, 10, 12, 15, 20... (and then +5 each cash in)...
How about... 40, 45, 50, 60, 70, 80, 90, 100, 150, 200, 250, 300, 350, 400, 450, 500, 600, 700, 800, 900, 1000, 1250, 1500, 1750, 2000... or something?
generally cards should have a high enough value in order to make a killing worth while. so you must lose less troops than the set value you'll get in order to safely go and kill somebody. usually if a game hits round 75 it means people will have anywhere from 200 to 3000 troops depending on map. let's assume 3 people have 200 troops and 5 bonus each. escalating starts. the cash in value will need to rise to at least the amount of troops a player has. which is impossible if the stalemate continues. so basically what escalating cards will do is keep the stalemate and increase the number of troops. in any game.
basically because the trade-in values rise by 5 it means the difference between current troops and cash-in value will grow bigger and bigger.
the only possible solution is that the cash value rises more than each player gets per 3 turns. so basically in our example with people that have 200 troops and get 5 bonus per turn it would take a steady rise of 50 troops after each cash-in in order to get the trade value to be at least equal to the number of troops a player has and even if cash values rise by 50 (50-100-150-200) this doesn't guarantee the break in the stalemate.
as said we have 3 players with 200 troops each.
player A cashes a set of 50 he has 250 troops. doesn't go for a kill cause 250vs200 is a close call and the next set is just 100 so he might not have enough for the 3rd guy.
player B cashes a set of 100. has 300 troops now. if he goes for the guy with 200 troops (player C) and remains with just 100 but gets a set it means he'll have250 to kill the last 250 of the player A. very risky so he doesn't do it.
player C cashes in 150 and has 350 now. same idea, he could go for the kill but it would be too much of a close call.
so even with a rise of 50 troops (10 times more than normal) stalemates will probably not end unless somebody takes a huge risk.
but i have a better solution. will post now as a new topic.
here it is: Armageddon
I posted that idea a few days ago and still like it:MrBenn wrote:Another solution would be to change the rate at which cards escalated, and start an exponential increase after a certain number of rounds.
Instead of 4, 6, 8, 10, 12, 15, 20... (and then +5 each cash in)...
How about... 40, 45, 50, 60, 70, 80, 90, 100, 150, 200, 250, 300, 350, 400, 450, 500, 600, 700, 800, 900, 1000, 1250, 1500, 1750, 2000... or something?

armageddon is sudden death and yes the first player has a big advantage but that's the whole idea. you know armageddon is coming in round 100 and you know X is going first, will you and the other players continue with the stalemate and give player X a big advantage or will you break the stalemate and try and finish the game or at least lower his advantage?Shanba wrote:Armegeddon strongly favours the player whose go it is first. A type of sudden death sounds to me like it would work better - maybe after every round after a certain point, a player loses x armies a go (not going below 1) where x increases each round. That would break down large stacks and treat each player more equally, as it would be a more gradual descent.
Keredrex wrote:How about instead of 1 make it 3.... Like the start of a game .... It would slow down the advancing army of the 1st player to go after Armageddon.... It would give every player that potential 2 dice Defend. If it is against 20 men it is possible to kill 10 or 12 of those advancing men and still give the game a sence of "ANYTHING CAN HAPPEN" Senario.
And Even if that 1st player Instead Fortifies all his troops... It wouldn't be a massive impenetrable wall ... yes it may start the build process again .. But that would be Foolish for any player at that point .. You could always add another ARMAGEDDON at Round 150.... Put that one should just end the game.....
You could also employ ...... A PLAGUE .... Imagine if at Whatever High Round.... Every Players Continent Preferrably in the Center or Random would now be Neutral... And If they don't Swat it it would Spread.... For example... You control North America..... After PLAGUE Praries And Midwest turn Neutral... Or any territ with only 1 man turns Neutral
exactly like worms, except the water isn't risingamazzony wrote:It's like in WormsI like it, btw, a lot. At least there's a chance that neverending games will actually end without 1 person suiciding and probably getting a negative feedback for that from the player who got to be the target of suiciding.
It wouldn't be 5... it would be Bonus amount (5 - Depending on map) + Your normal for having certain amount of Territs (3 or more).....Then you deploy and you have 8 plus the 3 on the map.....11 against 3 basically..... but since it all depends on the map.....If you got to Round 100 and Most of the maps have decent amount of bonuses then it would probably be more........ not to mention that if they started to BUILD again... it would be pretty pointless.... AND your idea is a Deterrant anyway... If you reach the 90's ... someone is gonna try to break it cause of the massive advantage the 1st payer still hasDiM wrote:
that wouldn't work at all, sorry.
think of a stalemate where people have a bonus of 5. armageddon comes and each player has 3 troops on all terits. what will 5 troops do? you'll barely get 1-2 terits from the opponents and then the building will resume as normal. it won't work at all.
But if let's say that cap is 100, then it will still be a stalemate (assuming it is not Escalating, as stalemates in Escalating are very rare). Most stalemates I have been in didn't have territories with more then 50 armies. You can even have a stalemate with 20 armies only on key-territories. Also then nobody will break them because that leaves the 3rd player the advantage.4V4T4R wrote:have you considered a troop cap?
it would be a maximum number of armies that could exist on a single territ
it would limit troop buildup, without vastly changing armies around.
