To be fair, I could have avoided it had I not forgot about your SCOP and left my Lab wide open.
Advance Wars by Web Games
|
GG CH, nice pressure and win.
It seems pretty clear that for FFAs, the first player to get an HQ capture wins the game right there. Would there be any way to structure the game on a base or meta level to counteract that, or is that just a fact of life in a game with >2 teams?
I think the solution is to have a 6-player game
![]() Actually, anyone up for an RB vs. AWBW vets game? 3 vs. 3, or even 4 v 4. (June 12th, 2016, 19:53)BRickAstley Wrote: GG CH, nice pressure and win.That's what I was talking about before: don't make an HQ capture give all the properties. There's also the uncaptureable HQ idea (surrounded on all sides by water/pipes), though I like the multiple Labs--maybe give each player N or N+1 Labs, where N is the number of neighbors?
I feel like the extremes of an HQ capture giving you all or none of the properties are swingy either way. Ideal would be something in the middle but then how would you divy that up?
Is it doable to have the ex-player's properties and troops just go neutral? Not disappear, but no longer move, just sit and defend.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. (June 13th, 2016, 08:25)ipecac Wrote:(June 13th, 2016, 07:17)BRickAstley Wrote: I feel like the extremes of an HQ capture giving you all or none of the properties are swingy either way. Ideal would be something in the middle but then how would you divy that up? Well I need a good idea of how to handle it before I program anything. ![]() |