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Suggestion: Draw improving

PostPosted: Mon Feb 10, 2014 7:33 pm
by Almanro
At the moment, too many times matches are "Draw" because the enemy is remaining with only a single unit and starts running around. This causes a waste of time because you have to wait for many seconds every time to chase the enemy around and in part spoils the fun of the game.

A simple way to "fix" this is to set the "Draw" outcome only if BOTH the 10 turns end and the difference in APs of the remaining units is less than 50APs, otherwise it will be a victory for the player with more APs still remaining. This will prevent the "Chicken run" most of the times.

Post +1 if you agree with this suggestion or propose other modifications that may solve the problem.

Have a nice day,

Almanro

Re: Suggestion: Draw improving

PostPosted: Mon Feb 10, 2014 7:45 pm
by sictransitstella
I haven't had too much trouble with runners yet but I can see how this would be a good idea and how the former can be abused.

+1

Re: Suggestion: Draw improving

PostPosted: Mon Feb 10, 2014 9:22 pm
by Sernior
I agree with the existence of this problem, but I don't like your way of fixing it.
After some discussion with my friend and flatmate we came to this possible solution:
Each turn after the 10th, the game check these conditions,
IF no unit in the game in the past 3 turns attacked or engaged in fight THEN the game ends and the army with the higher summatory of every remaining creature's HEALTH/AP ratio wins if the difference is bigger then 15 ELSE draw.

Re: Suggestion: Draw improving

PostPosted: Mon Feb 10, 2014 10:23 pm
by Deep Blue
nice idea however i always think that increasing the maximum turn limits by 2 or 4 might be a faster fix (they cant possibly out run you forever.)

Re: Suggestion: Draw improving

PostPosted: Wed Feb 12, 2014 12:33 pm
by Kurigan
Yea this issue needs to be addressed asap in my opinion, I've just had my opponent run away from me in my last three games and its infuriating. I play lion so there's not much I can do about runners since the archer does to little damage even with a Valk.

My suggestion is slightly different to yours. I would take the AP cost of each unit divided by their health % and add those scores up. Give the victory to the top scoring player. This will make it more accurate in the case of such a unit like a PoB running away that's worth a large handful of AP. The not ending till both sides are 50ap thing could work well with this, but it would be fairly annoying in a camp heavy game since they could go on forever.

Another suggestion could be that after ten turns a capture square appears in the middle of the map and it becomes a slight fast version of KOTH to force a win. Although this would have to be in a different place on the level 12 map since you cant reach the middle.