Starting production for capitols

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Re: Starting production for capitols

Postby tabanli » Wed Jun 19, 2013 2:55 pm

I also would like to point that random units at capital will enhance the advantage of starting, which is already significant. It is one think dealing with light infantries and crows, it is different when Wizards start running around at turn 4 or a Gryphon-Hero combo hits you at turn 5. The only units that is acceptable are crows and scouts, they could be the standard units at the cities.

I also would like to re-emphasize a ban on starting units on some maps. Part of my "Reduce The Starting Advantage" campaign. I think these are the units that should be banned as a starting unit

Starting Unit Ban
Wizards on land games
Sand worm on desert maps
Yeti and Mammoth on Snowy maps
Flyers on sea games.

Should be banned as starting units.

We should do everything we can to slow down the first player or the starting team.
tabanli
 
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Re: Starting production for capitols

Postby Chazar » Wed Jun 19, 2013 10:45 pm

tabanli wrote:I also would like to re-emphasize a ban on starting units on some maps. Part of my "Reduce The Starting Advantage" campaign. I think these are the units that should be banned as a starting unit

Starting Unit Ban
Wizards on land games
Sand worm on desert maps
Yeti and Mammoth on Snowy maps
Flyers on sea games.

Should be banned as starting units.
I don't exactly understand this? The starting units are precisely the same for everyone, so sometimes receiving those units on those maps make for very interesting games indeed, since they are quite different to the standard opening on those maps.

However, I do agree that on very small maps, the starting advantages outweighs the novelty aspect, but I do not see much of a problem for medium sized maps.
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Re: Starting production for capitols

Postby magian » Thu Jun 20, 2013 1:32 pm

I agree with the sand worms and wizards. The sand worm can zoom through the desert. If Bob starts in the open with a worm and Phil starts in desert, Phil has a big advantage.

Wizards are just annoying as starting units. They are weak enough to be unreliable, but strong enough to do major damage (with luck on their side). I recently played a team game on rivalry, where my starting wizard was killed by an eagle in his first attack. My opponent's wizard got lucky and killed the fodder defending my capitol and 2 other cities in the very early game :(
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Re: Starting production for capitols

Postby tabanli » Thu Jun 20, 2013 2:30 pm

We are playing a Team game on the map waste where the starting unit includes a sand worm. Now the starting team Team A has a huge advantage since they can all cross to the other side at turn 6 or get to the bless sites first. By doing so, they not only get more gold but also acquire more experience and the team B will have to face higher level heroes.

The same thing at 8 Kingdom map 4X4 game with Wizards as starting unit. Although both parties have Wizards there is a significant advantage of the starting team. At the beginning of turn 3, starting team A gets his troops for the turn and his cities has one more defender. On the other hand team B didn't get his troops yet since the turn didn't start for him. So when the wizards from Team A attacks Team B, the cities have less defenders and he can easily capture, plunder or raze. Now team B cannot do the same since the cities of team A has already defenders from the beginning of the turn.Now multiply that effect by 4 in a 4 by 4 game.

4X4 games with fix locations, starting team already has big advantage. However if the units are slow, random fluctuations during the game reduces the starting advantage. But if the units are fast than the second team is doomed. So I am talking specifically about the maps like Waste and Central Island as desert map. 8 Kingdoms as the land game and all the seas maps.
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