- Posts: 54
- Joined: Sun Feb 09, 2014 11:56 am
I already posted this idea in the general forum, but I think this is the right place for it.
In order to remove the possible run for the draw "tactic" me and a friend of mine had this idea.
-Remove the turn limit.
-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, the army with the higher summatory of every remaining creature's HEALTH/AP ratio wins only if the difference is bigger then 15 ELSE draw.
In the topic where I posted this little algorithm or method or however you want to call it, there were other ideas that in my opinion were not optimal.
One of these was to simply calculate the AP difference after the 10th turn and this is the scariest idea in my opinon... think if a PoB could just rush in the middle of ur team with evasion talent on and kill a high cost magician and then run away for the rest of the game... he would win at the end cause u lost 100 AP and even if PoB got hurt like hell and his probably going around at 10 health your AP is still higher than the enemy AP.
This idea is greatly abusable in my opinion and I dont think it is the best choice.
Another idea I saw is to increase the turn limit ... and, while this idea is not abusable, it just makes the run tactic a bit more rare without eliminating it.
My method is not perfect aswell, but it makes the run method very hard to use and can be even made better by doing some more controls, like for example: in case the game ends without a winner you could check in what team the creature with the highest mobility was and debuff that team Health/Ap summatory by 15.
Hope this help.
In order to remove the possible run for the draw "tactic" me and a friend of mine had this idea.
-Remove the turn limit.
-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, the army with the higher summatory of every remaining creature's HEALTH/AP ratio wins only if the difference is bigger then 15 ELSE draw.
In the topic where I posted this little algorithm or method or however you want to call it, there were other ideas that in my opinion were not optimal.
One of these was to simply calculate the AP difference after the 10th turn and this is the scariest idea in my opinon... think if a PoB could just rush in the middle of ur team with evasion talent on and kill a high cost magician and then run away for the rest of the game... he would win at the end cause u lost 100 AP and even if PoB got hurt like hell and his probably going around at 10 health your AP is still higher than the enemy AP.
This idea is greatly abusable in my opinion and I dont think it is the best choice.
Another idea I saw is to increase the turn limit ... and, while this idea is not abusable, it just makes the run tactic a bit more rare without eliminating it.
My method is not perfect aswell, but it makes the run method very hard to use and can be even made better by doing some more controls, like for example: in case the game ends without a winner you could check in what team the creature with the highest mobility was and debuff that team Health/Ap summatory by 15.
Hope this help.