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Flagging, Good for the game?
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Cirquedaddy wrote
at 2:46 AM, Thursday July 31, 2008 EDT
I would like to post some thoughts on Players flagging and whether or not it advances the gameplay of KDice.
Flagging as it is used by most players now is a tactic that players use primarily to try and protect oneself and a distantly second to cement alliances. Im my experience it has almost always allowed the player that becomes the strongest by the middle rounds the assurance of a win as there is no incentive to attack the stronger player by secondary players to check his progress as often happens in other map domination games like Risk. Im my view it severly limits the gameplay experience and strategic value of this game. As often seems to happen the player who can corner or coalece his force quickest builds upon that lead while the Secondary Players fight amongst themselves for a second or third place finish with no incentive to check the leader. All the while the secondary players are hoping the leader does not move in an aggresive direction twards them so they can cement a high finish. I have seen way too many times a player that is sitting in a stong position in second place on the weak flank of the Leading player only to flag second and sit the whole game waiting for the First player to mop up the remaining places and territories instead of pressing that early advantage and leveling his odds and that of the players who might have not had an advantageous start. I cant say I blame that second place player because there is absolutly no reward for an attempt to try and dominate the map and win the game when he will guarentee himself points to sit quietly. In a game which the supposed goal is to try and conquer the whole map, why is there a gamplay device that more often than not prevents players from acting in that interest at all? Thanks and Lucky Die, Cirquedaddy |
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moneymango wrote
at 4:04 PM, Friday August 1, 2008 EDT What about giving a penalty for flagging in a position that is not the lowest. Say there is 3 people left, if someone flags 2nd then 25% of their absolute point total at the end of te game gets given to first place. This would make people wanna fight for 1st
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TheDiplomat wrote
at 6:50 PM, Friday August 1, 2008 EDT I totally agree with you man. +1.
Sometimes the flags tick the game. Unfortunatly, we need them to prevent from backstabbing, losing too many dom points in some situations, or avoiding 60 minutes games... Until we find another solution. |
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TheDiplomat wrote
at 6:50 PM, Friday August 1, 2008 EDT (ticks = tricks, lol)
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CyberLeader wrote
at 10:30 PM, Friday August 1, 2008 EDT I really despise dominance and its impact on the game, and would be happy to see it disappear entirely. Points based strictly on place or on winner takes all would be excellent and much more rational. After all, the current goal of the game isn't to capture all of the territories, it's to maximize your point gain (or minimize your loss.) Those are two very different goals.
The way dominance works actually exacerbates the problem of flagging; because dominance is such a large part of the score, there's absolutely no incentive to pull off a come-from-behind win, because even if you manage to place highly you won't have enough rounds of a large number of territories to make it worthwhile. Having played the game in most of its flag and flagless incarnations, I greatly preferred the version where a flag was an instant exit from the game. [[ Cyber ]] |