I'd like to see the possibility for a map maker to set the elimination bonus in cards. In games with an increasing card scale, a fixed unit elimination bonus can be both too high in the early game, and inconsequentially low in the later game. Cards scale better with the # of units in play, so I think giving the player cards as an elimination bonus would work better for some maps.
Good idea. Perhaps to even be able to make it a percentage of the current card cashing value. For instance anywhere from 10 to 200%
I actually meant the player would get N cards for eliminating an enemy, but having it be a # of units equal to a % of a card set works for me too.
you kind of already have that with Card Capture and this can be a very good AND a very bad thing on a lot of maps and lead to cascade eliminations which some people really don't like.
Yeah, this is more of a guaranteed # of cards though. If it is foggy, you have no idea if it is worth taking someone out, because they might have 5 cards, or they might have 0. With this idea you could turn off card capture, and set the elimination bonus to 2 cards (for example). Just a bit more flexibility for the map maker.
OK - added to feature request list.
Ozyman wrote:Yeah, this is more of a guaranteed # of cards though. If it is foggy, you have no idea if it is worth taking someone out, because they might have 5 cards, or they might have 0. With this idea you could turn off card capture, and set the elimination bonus to 2 cards (for example). Just a bit more flexibility for the map maker.
So you mean something like a minimum guaranteed number of cards upon capture? (Like 2 or 3?)
Being able to set a minimum guaranteed # of cards on capture, would be ok with me also, but really I meant this would be separate from any cards captured from eliminating an opponent. I'm not sure if there is a strong argument to doing it one way or the other.
I like your straight up suggestion better Ozy. It's basically an increasing elimination bonus, which I think would help a number of boards. Cards captured are then extra nice as always.
Is it possible to play a game with no cards and start player with cards? So your elimination bonus is a set number of cards, and you only get a turn in once you've eliminated a player?
Also, if we're doing elimination bonuses granting extra things, how about attacks?
Edward Nygma wrote:Is it possible to play a game with no cards and start player with cards? So your elimination bonus is a set number of cards, and you only get a turn in once you've eliminated a player?
This doesn't sound too different from having no cards and a straight elimination bonus. I suppose in a game with 7 or 8+ players the bonus could grow a bit, but..
You can hold on to it...
Edward Nygma wrote:Is it possible to play a game with no cards and start player with cards?
Sounds like it should be doable. Starting cards are given outside of the "deck", so I would think that would work, could be cool...
Thinking without thinking...you could almost set up an Assassin-like gameplay with this I bet.
"But many who are first will be last, and many who are last will be first." Matthew 19:30 - Good strategy for life and WarGear!
Yertle wrote:Edward Nygma wrote:Is it possible to play a game with no cards and start player with cards?
Sounds like it should be doable. Starting cards are given outside of the "deck", so I would think that would work, could be cool...
Thinking without thinking...you could almost set up an Assassin-like gameplay with this I bet.
as in, you get Card X you go for this capital; you get Card Y, you go for that capital?
Edward Nygma wrote:Is it possible to play a game with no cards and start player with cards? So your elimination bonus is a set number of cards, and you only get a turn in once you've eliminated a player?
I just tried this with our current set-up:
I gave each player AA (easy enough), left cards "on", and made the deck 0, 0, 0, 0.
But when I took a territory I still got a wild card. Tom must have it set that if there is nothing to give you get a wild.
Amidon37 wrote:Edward Nygma wrote:Is it possible to play a game with no cards and start player with cards? So your elimination bonus is a set number of cards, and you only get a turn in once you've eliminated a player?
I just tried this with our current set-up:
I gave each player AA (easy enough), left cards "on", and made the deck 0, 0, 0, 0.
But when I took a territory I still got a wild card. Tom must have it set that if there is nothing to give you get a wild.
That's different than what EN said (or at least my interpretation). What if you set Cards to Off but gave everyone Starting Cards (on the Colors tab).
Still trying to think if the Assassin-like thing would work.
"But many who are first will be last, and many who are last will be first." Matthew 19:30 - Good strategy for life and WarGear!
Yertle wrote:...What if you set Cards to Off but gave everyone Starting Cards (on the Colors tab).
Still trying to think if the Assassin-like thing would work.
If that setup works, are you limited to giving just the 4 (ABCW) cards?
if so, then i think you could make a 4player Assassin game out of it!
weathertop wrote:Yertle wrote:...What if you set Cards to Off but gave everyone Starting Cards (on the Colors tab).
Then they have two cards and can never use them. Off is off it appears. (At least when I just tested it.)
I like these ideas. To expand on what Amidon said - it is essentially an increasing elimination bonus. So, a similar idea would be to have the elimination bonus increase every x turns or increase in tune with the cards, or be a straight % of the number of armies on the board. The whole attempt is to have the bonus related to armies on the board, so % of armies relates it very directly! I've always liked that elimination bonuses are independent of the cards.
I thought of a more twisted idea the other day: Have the elimination bonus be the number of armies of the person you eliminated (or a multiple of this #), the number being taken from the beginning of your turn. It would reward big kills and not reward being the lucky person who gets to kill the weak guy at the right time.
(I'm not too attached to these ideas - they all complicate the options, but I thought I'd throw them out there while we're on the topic...)
Amidon37 wrote:weathertop wrote:Yertle wrote:...What if you set Cards to Off but gave everyone Starting Cards (on the Colors tab).
Then they have two cards and can never use them. Off is off it appears. (At least when I just tested it.)
If they have cards A, B but eliminate a player that has B,C (and capture) then they could turn them in...well theoretically they could...my guess is that this scenario may not actually be supported.
"But many who are first will be last, and many who are last will be first." Matthew 19:30 - Good strategy for life and WarGear!