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internal border rioting
*sam*
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Joel said:

Being honest... many of these things are good ideas.  I will not discuss on the forum the details.  Sam should add all these points to the next discord call.


2 of those 5 points *were* on the last call, but rejected by the attendees (for now)
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Posted Jun 13, 2020, 10:41 pm
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*sam* said:
Joel said:

Being honest... many of these things are good ideas.  I will not discuss on the forum the details.  Sam should add all these points to the next discord call.


2 of those 5 points *were* on the last call, but rejected by the attendees (for now)


was it 4 and 5?

i can understand that they are the most difficult ones. and it might be that some of the other ones would render them unnecessary.#

but lets be simply practical here. if Zombieville really went to war with its neighbours right now it could create over 35 separate battles. That is crazy.
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Posted Jun 13, 2020, 10:44 pm Last edited Jun 13, 2020, 10:47 pm by *goat starer*
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It was 3 and 4.
5 definitely has merit too.
(Well, so do 1 and 2).

But I can't make changes if the players decide against it.
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Posted Jun 13, 2020, 10:48 pm Last edited Jun 13, 2020, 10:49 pm by *sam*
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*sam* said:
It was 3 and 4.
5 definitely has merit too.


interesting... i have never seen 3 mentioned anywhere before. did you come up with it?

personally i think its the most important one.


I'm not quite convinced that you cant make changes without player approval (or that you have always had it for previous changes). But it is obviously better to get a consensus.
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Posted Jun 13, 2020, 10:50 pm Last edited Jun 13, 2020, 10:53 pm by *goat starer*
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Further CR reduction on distance was kind of rejected before it even got to the "How" bit of it, at least that's what I recall. Personally not against the idea, that and I still think 4500cr is way to high for a battle.
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Posted Jun 13, 2020, 10:56 pm Last edited Jun 13, 2020, 10:57 pm by FireFly
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Quote:
- increase CR degradation as you move away from camp (add a multipler to hex reduction that increases the further away from camp you are)


No, sorry.. it wasn't discussed in that exact form. We discussed CR attenuation rates generally. People decided they were ok to leave for now.

Addiding a second component to the calculation of attenuation (based on distance from camp) seems like it might be unnecessary complication to me.  Could tweaking the CR effects of different terrain types not do the same job?
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Posted Jun 13, 2020, 10:56 pm
*sam*
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*goat starer* said:
But it is obviously better to get a consensus.


It wasn't a case of split opinion. Literally no one supported those points.

I personally think that auto-win combats would be a huge improvement.
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Posted Jun 13, 2020, 11:01 pm
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*sam* said:
Quote:
- increase CR degradation as you move away from camp (add a multipler to hex reduction that increases the further away from camp you are)


No, sorry.. it wasn't discussed in that exact form. We discussed CR attenuation rates generally. People decided they were ok to leave for now.

Addiding a second component to the calculation of attenuation (based on distance from camp) seems like it might be unnecessary complication to me.  Could tweaking the CR effects of different terrain types not do the same job?



That wouldn’t make it proportionally more difficult as you get further away. It would be linear.
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Posted Jun 14, 2020, 7:47 am
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*sam* said:
*goat starer* said:
But it is obviously better to get a consensus.


It wasn't a case of split opinion. Literally no one supported those points.

I personally think that auto-win combats would be a huge improvement.


I think part of the issue with auto win was that it was mooted at 4 to 1 odds. I can see how Someone with Uber Gangers and rgms might feel they could win that (or at least inflict damage). But we are talking about battles to date with 16 to 1 odds that people were forced to play in the middle of the night. I’m not sure anyone honestly thinks they can get a result from that type of fight.

How people react to a suggestion depends very much on how that suggestion is formed and framed.... and who turns up on discord at a specific time  is not the whole of opinion.
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Posted Jun 14, 2020, 7:56 am
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*goat starer* said:
*sam* said:
*goat starer* said:
But it is obviously better to get a consensus.


It wasn't a case of split opinion. Literally no one supported those points.

I personally think that auto-win combats would be a huge improvement.


I think part of the issue with auto win was that it was mooted at 4 to 1 odds. I can see how Someone with Uber Gangers and rgms might feel they could win that (or at least inflict damage). But we are talking about battles to date with 16 to 1 odds that people were forced to play in the middle of the night. I’m not sure anyone honestly thinks they can get a result from that type of fight.

How people react to a suggestion depends very much on how that suggestion is formed and framed.... and who turns up on discord at a specific time  is not the whole of opinion.


Auto win- yes... i dont know the correct ratio.  4:1 i feel like is doable, if i had better luck(some better skill too).  Maybe its 5:1. 

Now that defender has some reserve perhaps this is much more palatable.
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Posted Jun 14, 2020, 11:46 pm
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Joel Autobaun said:
*goat starer* said:
*sam* said:
*goat starer* said:
But it is obviously better to get a consensus.


It wasn't a case of split opinion. Literally no one supported those points.

I personally think that auto-win combats would be a huge improvement.


I think part of the issue with auto win was that it was mooted at 4 to 1 odds. I can see how Someone with Uber Gangers and rgms might feel they could win that (or at least inflict damage). But we are talking about battles to date with 16 to 1 odds that people were forced to play in the middle of the night. I’m not sure anyone honestly thinks they can get a result from that type of fight.

How people react to a suggestion depends very much on how that suggestion is formed and framed.... and who turns up on discord at a specific time  is not the whole of opinion.


Auto win- yes... i dont know the correct ratio.  4:1 i feel like is doable, if i had better luck(some better skill too).  Maybe its 5:1. 

Now that defender has some reserve perhaps this is much more palatable.


I would be happy with even 6 or 7 to 1. At the moment you can dump a single car onto a hex and force a combat even if the opponents move their whole CR there. That just seem out of whack.

as joel says the reserve should mean that a hex that is important is not ceded without option.

Also by "auto win" i don't think there should be any 'loss' for the opposition other than control of the hex. it's just a tactical withdrawal. Possibly the name is not doing it any favours.
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Posted Jun 15, 2020, 9:02 am
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