chapcrap wrote:Rotating spoils could be very interesting. I would not care whether or not it was every 5 or every time you cashed or how it changed. As long as there was a system, it could work.
However, like a lot of these types of suggestions, my guess is that it's difficult to code and much easier to play at home than put into the site.
Yeah, managing this is very much the problem.
Here is a little more detail on how I see this working. In a triples game you would have a nuker, maybe some early flatters and as the game progresses nobody would pick the flat rate because the esc would be the best cards to use. So we see cards giving teams a chance (maybe completely screwing over one team). However, it may provide an advantage early or open up new opportunities.
Assuming the cards are with-in control of every player an early rainbow might be best used as a nuke to take out a bonus depending on the circumstance. I see a 1v1 where the first guy turns a rainbow and the second guy has a red set where he nukes away the advantage and the game goes on.
I see an 8-man rotational spoils game where you have a chance to nuke a guy off that spot you would have never reached him before and take his cards and use them as a +20 deploy. You now have a chance to win the game because of a tactical nuke. Therefore players would need some added defensive tactics in these circumstances.
I am sure most of these circumstances will hardly ever arise, most games will be pretty standard esc games with early flat rate turn ins. With every game type there are pros and cons and chances for players to give you a whooping; however, I think this has potential if wiser folk take into the concept and prepare it a little better.