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UFMC rounds
Topic Started: Jul 15 2011, 04:27 PM (321 Views)
PH >:[
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PHRG Sith Emperor
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Scenerio: What if someone won more often but had just a few chacters left. And someone else won less often but had more points left over in the end when they did win. The winner should still be the person who won more matches. We can keep track of how the match went and what pieces were lost but I think overall it should be based on matches won (as long as we require the whole army be wiped out). If we want to do it by points, we need to have a time limit. Like in chess you can win with a smaller army if you make them waste time.

So the question now: No time limit/only count matches or win by points and have a time limit (in which case people will be able to hide which is fine by me because thats part of warfare). Thoughts? Without points and time would be simpler. with time and pionts we would see more types of strategy because people could run and hide to protect thier lead.
Everything that has transpired has done so according to my design.
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VH >:[
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VHRG High Lord
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I ran out of time on my last post so I didn't get to elaborate as much as I wanted regarding the time limitations and rules of engagement.

I think we should proceed with setting a time limit and points. The reason why I want to keep a tally of the points is say that someone gets ahead and decides to camp it out (therefore winning the match). The winner would still get the credit that would show up in their overall Wins\Loses ratio but unless they scored a reasonable amount of points their overall point score totals (for all matches) would not be as good as say someone who played other matches and got as many points as possible prior to their win.

So a player could still win a match by camping it out with a lead and get the victory but their overall points total may suffer down the stretch if they did that all the time. We could even impose a rule that no camping is allowed until at least 50% of the possible kill points are scored (which would amount to over 25 of the 50 possible enemy kill points). A player could then get the 50% needed (while keeping their sides loses low) then if crafty, do some camping until end of round 3 and get the win thereby adding to your overall Wins/losses. Remember also the winner and loser gets to add in the points for their unused troops still held in reserve (if one side is not completely eliminated) so if the time runs out these will get to be added in at the end of the match. It may make more sense to camp it out once you kill around 75% of their troops (this would be a more cushy victory). It all works out nicely I think.

I have nothing against the camping element as I've seen these pulled off for some brillant victories during the many squall matches but overall victory shouldn't be based on somebody who gets the lead then evades the whole game. I agree the evasion should play a part in the strategy of the game to add to your wins\losses column but we can't let that govern in over pure victory points since this is a fighting based game. Besides if a player is really good and keeps their sides loses low they camp early on and still come away with a ton of points.
Twice the pride, double the fall.
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