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Re: battle calcs - input please
Posted by: Attila ()
Date: November 30, 2011 04:42PM

Master Wrote:
-------------------------------------------------------
> I guess we are just tired of hearing people
> complain when they lose Attila, but if that makes
> me a pussy then so be it!

m, i am glad you finally learnt to take a sarcastic punch - NOT :)

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Re: battle calcs - input please
Posted by: Master ()
Date: December 01, 2011 06:16PM

Maybe you are right Attila, or maybe it is just your sarcasm I don't understand.[www.youtube.com]



Edited 1 time(s). Last edit at 12/01/2011 06:22PM by Master.

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Re: battle calcs - input please
Posted by: jenny ()
Date: December 03, 2011 01:36PM

3a!

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Re: battle calcs - input please
Posted by: Comrade-D ()
Date: December 05, 2011 12:06PM

I vote for 2@ with a 10% chance of a 1A per move (where "@" = halfway between 'a' and 'b').

I'll do my best to not complain while losing.

~ Comrade-D

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Re: battle calcs - input please
Posted by: ruler ()
Date: December 05, 2011 12:13PM

1a please.

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Re: battle calcs - input please
Posted by: stolidwolf ()
Date: December 06, 2011 01:59PM

I think 1B. The randomness is part of the game, but the forts should be an option worth using. To allow maybe the possibility of different strategies.

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Re: battle calcs - input please
Posted by: live4games ()
Date: December 10, 2011 10:16AM

randomnes sucks. 90% of the people(including me) is crying ingame about luck.
"oh l4g your luck is so amazing your so sexy man"
"l4g you make me swat your just to lucky"


@xuul
xuul wie wenn man das in den optionen einstellen kann ^^? wäre doch am besten für alle.
außerdem sollten wir mal wieder chatten. hab mich ja lange ned mehr gemeldet, sry deswegen :o!

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Re: battle calcs - input please
Posted by: XuuL ()
Date: December 17, 2011 02:57PM

after 15 votes:

average battle = 1,67
average forts = 1,43 (whereas a=1 and b=2)

seems as if most ppl prefer random

@l4g: klar, komm einfach jabber ;)

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Re: battle calcs - input please
Posted by: Squeegie ()
Date: December 23, 2011 09:53PM

1a

How else am I supposed to win if not for my supreme luck?

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Re: battle calcs - input please
Posted by: ghost. ()
Date: January 01, 2012 11:06AM

I thought it was all down to the codes? ;)

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Re: battle calcs - input please
Posted by: Myopia ()
Date: January 01, 2012 07:07PM

Make it even more random! I want when other armies attack me they are so intimidated they join my troops. 1a

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Re: battle calcs - input please
Posted by: LikeNoOthers ()
Date: January 11, 2012 07:41PM

Winning a fort with less shouldn't really be there, imo. Since it can take extreme hits often and still survive. If i really had to make an idea, it would be to make the fort bonus extremely flat (kinda a c to that question), that way perhaps increasing its use? As there are normally never anyone really building them, but only using them for luck factors. And winning an early fort easily, can really mean everything.

On the other side, this game has long been extremely influenced by luck. And luck is the only way for the lesser experienced player to beat the experienced player, where the current random battles (without forts) aren't necesarrily meaning the lesser player would win. To really make it fair, i think we'd need a complete change in the game.

To summarize, yeah i believe it should be changed to.. 2b. Changing it further might not balance, but making it flat could still make better gameplay.


EDIT: UPS. No epic comments. SORRY



Edited 1 time(s). Last edit at 01/11/2012 07:42PM by LikeNoOthers.

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Re: battle calcs - input please
Posted by: -RIPPE- ()
Date: January 12, 2012 08:42AM

"And luck is the only way for the lesser experienced player to beat the experienced player, where the current random battles (without forts) aren't necesarrily meaning the lesser player would win."

thats exactly why it does make sense to have a gameplay that has a tendency depending rather on luck than only on mathematics. offering unexperienced players a sense of achievement against experienced players is simply more addictive and thus bigger fun (even more so if you are an experienced player, hahaha). still as you said, it doesnt necessarily mean that the lesser player will win.

[www.youtube.com]

no doubt which way to go!



Edited 2 time(s). Last edit at 01/12/2012 08:48AM by -RIPPE-.

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Re: battle calcs - input please
Posted by: Squeegie ()
Date: March 03, 2012 12:24PM

Sounds like most people are a fan of luck (as am I).

For us skill junkies though, perhaps better descriptions of what drives the luck would be useful. For instance, the current instructions say something vague about a fort only effecting the first 5 troops in the fort; but that doesn't seem how the game plays out. Experienced players don't really understand forts so they are frustrating rather than fun.

If a fort worked somethig like this: "multiplies defense strength by 1.2 for all troops", that would be useful.

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Re: battle calcs - input please
Posted by: Comrade-D ()
Date: February 27, 2022 07:03PM

A tad late, yet...

...(and the following is all arbitrary more so to portray the idea, and not specifics)

I'd say to really randomize it, on each move/interaction have it be:
- (15%) Heavy Random +/-
- (55%) Medium Random +/-
- (30%) Low Random +/-
WHERE each computation is +/- based on the influence factor of where both attacker is attacking from and from where defender is (i.e., Devoted 25%; Supported 15%; Content 10%; Restless 3%; Rebellious 0%)

Further this by what culture of that land is, as well:
Advanced = (Above Depicted Computation [ADC]) + (ADC X .20)
Developed = (above Depicted computation [ADC]) + (ADC X .05)
Primitive = (Above Depicted Computation [ADC]) +(ADC X .0)

COMPUTE this in addition to Forts, having CHAOTIC +/- as above mentioned.

A bit hectic, but I think you get the general idea.

"Ever seen 'Henry V'?"

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