Forum
suggested change of distribution algorithm
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Ryan wrote
at 1:24 PM, Friday December 29, 2006 EST
Currently dice are distributed randomly over your territories. The effect of this is that on average fuller territories get as many dice as empty territories. This makes the probability of fuller territories becoming full higher than less full territories.
The strategy that comes out of this effect is to wait with a full territory until its maxed and then move one by one most likely always getting filled up each turn. The reason this is bad is because if someone gets a large stack at the begining they have quite a bit more power than players with even stacks. This is a lot of power due to the random algorithm. THE SUGGESTED CHANGE: Instead of distributing dice one by one to a random territory number the algorithm should randomly distribute to an available dice spot. So if a territory only has one dice it has 7 available spots. If a territory has 7 dice it has one available spot. The less full territory is 7 times more likely to get a dice. When it gets one it is 6 times more likely...etc. The effect of this is that on average dice will even out across your territories. Its important to note that the distribution is still random. This change I believe would make a fairer game and I'm posting here to get some feedback first. |
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TheGrid wrote
at 2:41 PM, Friday December 29, 2006 EST Let me rephrase the idea:
8 (or 10, or X) dice should become a "big" dice. But A big dice is also on roll, that counts for 8. So there is on the countary a pretty high chance (variance) it might be a 1 (1/6) chance, is likely to loose to quite fewer dices. This would relativate the power of big stacks dramatically! And would enhance strategy even further, without destroying the simplicity of kdice. |
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Ryan wrote
at 2:55 PM, Friday December 29, 2006 EST imagine losing an attack in the lower right
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Capt_Cracker wrote
at 2:59 PM, Friday December 29, 2006 EST Well, then make the attacker win in a tie. That would take the advantage away from "turtling" at the end, and would make the end game go faster.
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Ryan wrote
at 3:01 PM, Friday December 29, 2006 EST The more i think about this the more I think 16 max is a better solution for the 8x8 end game.
8x8 end usually happens when one or more players get around 7 territories. This is where 1 attack per turn is safe because of a refill. With max 16 a player needs 15 territories for the same type of game. |
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JKD wrote
at 3:07 PM, Friday December 29, 2006 EST Random feedback:
I like kdice the way it is but if this is better then go for it, would be more difficult to learn how to play though. Would probably need official instructions. So when you lose an attack the stack shall be more likely to be rebuilt, this encourages more attacks and less moaning about unlucky attacks? Since it would be harder to build big stacks, I like the idea of removing max dice and reserves (if the distribution is indeed changed). |
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Ryan wrote
at 3:11 PM, Friday December 29, 2006 EST Another plus for 16 max:
Loosing a big stack is very costly. I think this discourages building everything up to 16 and encourages attacking with less than full dice. |
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Capt_Cracker wrote
at 3:17 PM, Friday December 29, 2006 EST I like the 16 max idea
Just throwing out a negative though, which could also be a positive: When things go bad on a 16-max board, they go bad quick. |
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JKD wrote
at 3:20 PM, Friday December 29, 2006 EST One thing that's overlooked, the guy who has only one territory but builds it up to 16!
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jakezack wrote
at 3:23 PM, Friday December 29, 2006 EST What about the problem of players who sit with one territory in the corner and do nothing? With a 16 max game, they would be untouchable until the very end. No one with enough dice to defeat them would attack for fear of losing their big stack. Also, there might be a problem with seeing the board behind these huge stacks, but that could be fixed with GreenVole's idea
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TheGrid wrote
at 3:31 PM, Friday December 29, 2006 EST JKD. the real matter of fact is not how complicated a game is, if you go deep. But how fast you can grasp it.
Changing distribution settings for example round 1 will make the game more complexy for deep grasp. But the strength of kdice is, you watch in 30 seconds, and know bow to play! This is not changed by some deep grasp details, this is what you discover learn or hear about if play very long. |