As a brand new rule, I suggest that reinforcements spawn at a “base” each time you have the money for (no islands for this rule). It imply that you can’t lose this base. Loosing it make you loose the game.
Hi,
I don’t know if that is the purpose of the parameter “finale=false” but I love the idea that our pods can fly from one continent to another, like a Airport cell.
A fight is triggered on every zone having PODs from 2, 3 or 4 different players.
For each fight zone, a POD from each player is first destroyed. If PODs from different players are still present on the zone after this destruction, an additional POD from each player still present is destroyed. This phase reproduces itself one more time. For each fight zone, a player loses a maximum of 3 PODs per game round.
=> For each fight zone, a player loses the maximum of PODs per game round.
Ex: 4vs4 => 0vs0 after the round , same for 20vs20, 30v20 => 10vs0 …
Hi,
Interesting rules, but I don’t understand your third rule.
And it would be better to separate different rules in different posts, so we can determine on which rule a like is applied.
I propose that player pods are destroyed during round not before it.
What I mean is - if there were multiple players and they move their pods to same zones then it is impossible to tell from round information which player moved his pod to which zone (because pods would be gone). I would like to know this information so that better enemy move prediction algorithms can be developed.
Example source code should then be updated with function which calculates new zone owner and pod count in zone after receiving round information so that after function call round information is same as before implementing this rule.
There could be additionnal none constant Platinum resources spawning each round,
A pod should get to the zone to pick it up.
No Pod spawn allowed on the zone maybe.
During a fight the player with the more PODs looses one less POD than the other player if the other player is reduced to 0 PODs
exemple: Player 1 has 8 PODs on zone Z, player 2 has 6 POD on this zone
turn 1 : 8 vs 6 --> 5 vs 3 at the end of turn
turn 2 : 5 vs 3 -> 3 vs 0 at the end of turn (instead of 2 vs 0)
Exemple 2: Player 1 has 2 POD on a zone, while player 2 has only 1 POD
Turn 1 : 2 vs 1 --> 2 vs 0 at the end of turn
This would push players to stack PODs to attack while it’s also more intersting to disperse PODs to control more zone -> dilemma
As I mentionned in the maps topic, I suggest as a new rule that we could only spawn new pods on our own hex : No teleportation allowed, we have to reach resources by feet instead of just spawning on it.
It makes sense with our homemade maps that use a lot of corridors and hardly reachable areas.
There is something I don’t get : for the new less expensive/static POD, how can it be made without changing input/output ? Do you mean we will have only these static PODs at our disposal ?
or will you modify the input/output to add these PODs and they will be present until the end (By that I mean: will we have to take them into account for house rules ?)