DiM wrote:let me explain further. you say going for round 3 without the round 2 bonus will be hard but to get the full round 2 you must take round 3. let's say you have blue 9 and blue 10. to get blue 11 and 12 you must first take blue 13 and 14 which are in round 3. but if i have blue 1234 and blue 9-10 and just taken blue 13. there's no way i'm gonna go back and conquer the other half of blue and fight through all that neutral and other player armies. i'm simply gonna go for the final.
I should show how many neutrals I'm going to have... I plan on making your strategy possible, but harder then taking the entire color first, by a lot.
DiM wrote:yep hold the 2 terits of the final for 1 turn. that's totally possible very early in the game with all neutrals at 3. if they are more and lead to high numbers then i doubt there will be much backwards movement on the map. let's say i manage to get half of blue as in the earlier example. i'm still gonna prefer fighting the neutrals that lead to the final than fight whatever troops and neutrals that are on the other half. either that or i'm just gonna wait until somebody clears the neutrals in front of me. and that's the second problem with big neutrals. let's say you put 50 on the final and 25 on the round 4. there's no way in hell anybody will fight that. and if by any chance your target is on the other side then it will stay there.
I could argue this with you, or I could do all my maths first and go from there. I find arguing this now, before my maths, to be very impractical. I'll come back to this.
DiM wrote:yep and that really sucks. because a guy could get lucky and have his target on his side for an easy kill while the other guy has to go through all the neutrals. and as i said before if the neutrals are too big then there's no way you could kill your target if they're too small then going for the mission is going to happen in all games regardless of game type.
I want people to go for the mission. That may not appeal to you. I'm going to take off my moderator mask for a moment and say that I think Assassin is a bullshit gametype, and I've never planned for it, or thought, "how would assassin work for this map?" when I've looked at anything.
DiM wrote:my main concern is the lack of mobility. i can't see an escalating kill cash in kill cash in happening on this map and i don't see a no cards game also.
I could make it so each round could attack all the territories below it one way. Like 14 could attack 5, 6, 7, 8, 11, and 12. White 1 could attack all of blue. L could attack all of the left side.
That wouldn't help with the left and right being as separated as they are....
I could add some sort of bridge on the top and bottom between the 1s on the top and the 8s on the bottom. This would further encourage going back to get the lower portions of the brackets, for people that wouldn't otherwise so that they could attack the other side and ignore the Final. I'd probably want to do it by adding a neutral territory between them though, and making it dumb/hard without a Round 2 bonus. What I would call such a territory I don't know.
As an added thought here, I could connect these two neutrals so going form one corner to the other is easier. But in doing so it may encourage killing everyone while ignoring Round 3 and up, which would be bad in my opinion.
I'm not against going away from the standard bracket, this is the CC bracket tournament, not your grandmother's bracket tournament. And I have a lot of space to work with for explaining more things if I need to add stuff.
DiM wrote:when i look at the map i see 4 players with a million armies each standing on all 4 white terits without anybody going for the final.
That's possible... I suppose. Again, I'll need to do my maths first to see what would be a 10% chance with dice odds at each stage. And then see how people might behave in those conditions.
I'm in no hurry. I want to make this work.