FabledIntegral wrote:Do mods actually look at these topics and take into consideration?
Yeah Andy (banana Monkey) already gave words of preliminary support .. so we are 23% there...
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FabledIntegral wrote:Do mods actually look at these topics and take into consideration?
that's why i think a very steep increase would surely end all stalemates. something like this:
100
100+20
120+40
160+80
240+160
400+320
720+640
AndyDufresne wrote:Keep getting some more support.
FabledIntegral wrote:You could always simply include another option, keep the normal escalating option, or have escalating + or something like that.
I still think that just as the person before me said, it's not ALWAYS stale when it hits 100. That's why I suggested making it increase by 10 only (instead of 5), when it hits 100. Then you have 10 more sets (as opposed to the current 20) to get to 200, which then you'll need only 5 sets to get to 300... where now it takes 40 sets to get to turn in 300 (after you get to 100), it would now only take 15. So I do think that's still a substantial increase, without having to do the 100 + 20 ... 100+ 40 ... 100+ 80... etc. idea. It would slowly transition, but the sets would definitely start increasing rapidly when you get 500 area. Someone turns in a set for 500 (as it would go... 280 -> 300 -> 330 -> 360 -> 390 -> 420 -> 460 -> 500), then the next person cashes after and gets 550, then 600. Going from 500 --> 600 within the same turn is pretty fast.
However any option is better than what we currently have! Back at this topic because I just got in another stalemate today amongst 4 people, where one person gave up, and another deadbeated until it was finally resolved.
jiminski wrote:FabledIntegral wrote:You could always simply include another option, keep the normal escalating option, or have escalating + or something like that.
I still think that just as the person before me said, it's not ALWAYS stale when it hits 100. That's why I suggested making it increase by 10 only (instead of 5), when it hits 100. Then you have 10 more sets (as opposed to the current 20) to get to 200, which then you'll need only 5 sets to get to 300... where now it takes 40 sets to get to turn in 300 (after you get to 100), it would now only take 15. So I do think that's still a substantial increase, without having to do the 100 + 20 ... 100+ 40 ... 100+ 80... etc. idea. It would slowly transition, but the sets would definitely start increasing rapidly when you get 500 area. Someone turns in a set for 500 (as it would go... 280 -> 300 -> 330 -> 360 -> 390 -> 420 -> 460 -> 500), then the next person cashes after and gets 550, then 600. Going from 500 --> 600 within the same turn is pretty fast.
However any option is better than what we currently have! Back at this topic because I just got in another stalemate today amongst 4 people, where one person gave up, and another deadbeated until it was finally resolved.
Although i do think the 100 cash mark is 'about' right, I think debate upon it makes sense and it could be a little higher .. not much more though; i would say i perhaps only once been in a game with a cash of more than 120, without one of the cashes being in a chain of kills to end the game.
Regarding the more gradual and flat increase: if you make the increases by only 10 it will make very little difference to Stalemates. To ensure that it does not happen you need to increase the increase or no one will ever gain enough advantage to make a kill.
cicero wrote:FabledIntegral
Look a few posts back and you'll see that DiM has already posted a very steep pattern of changes ... is that set the one that we should give our backing to?
4, 6, 8, 10, 12
(as now - "increase by 2 per set up to 12")
15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, ,90, 95, 100
(as now - "increase by 5 per set")
("up to 100" as modified by DiM's proposal)
120, 160, 240, 400, 720, 1160, 2440, 5000, 10120, 20360 ...
(DiM's proposal - "increase by 20 and then double the increase for every set after that")
Any flaws in that ?
I see what you mean about the steepness, but one thing that I think is worth emphasising about a solution of this kind is that it is not necessarily the period of the game where these steep increases actually occur that forces something to happen ... I think the period before the steep increases begin are actually more likely to be the period where strategy changes because players will realise "if I wait any longer we're going to go into meltdown" ... and so pre-emptively take decisive action to resolve the game.AndyDufresne wrote:I'd be in favor of a less steep proposal, but one that will ensure that something will happen and the game won't go on forever.
One of the strengths of DiM's suggestion is that it is concise to describe. Having said that something less steep would perhaps be preferable, but - I would suggest - will need to be equally concise to describe.FabledIntegral wrote:So something more like what I proposed...
lancehoch wrote:Yeti, the only thing I do not like about that is the jumps from 206-258 and then 258-310 have the same increase (52). Is there any way to round differently to change that? Maybe using a ceiling function instead of a rounding function?
yeti_c wrote:Corrected sequence is...
100 - 120 - 144 - 172 - 206 - 247 - 296 - 355 - 426 - 511
gaps are
20 - 24 - 28 - 34 - 41 - 49 - 59 - 71 - 85
C.
PS - note to increase steepness - change the divisor of the formula...
jiminski wrote:I think this is a very sensible idea .. perhaps the increase would need to keep increasing in order to give a certain conclusion and ensure a viable take-out attempt.
For example the cash value could escalate as follows: 100, 120, 150, 190, 240, 300.
It would certainly cause more action and diminish the possibility of stagnation. (like increasing blinds in Poker)
The increase at 100 cash value, is probably 'about' right (perhaps it would need to be a little higher to placate some); generally this is where the game reaches the point of no return. Where the kill is not worth the return gained by a cash and all players are dug-in for a stalemate game; locked in prayer for an opponents 3 day loss of Internet, Meteor-strike or death of a dear family pet.
FabledIntegral wrote:So something more like what I proposed...
yeti_c wrote:Consider:
PreviousCash + (PreviousCash / 5)
100 - 120 - 144 - 172 - 206 - 258 - 310 - 372 - 446
C.
jiminski wrote:So i think back to DiM explosion?
yeti_c wrote:jiminski wrote:So i think back to DiM explosion?
- could lead to people skipping turns etc.
C.
FabledIntegral wrote:You guys... stalemates don't necessarily have to go to the point where cash exceeds an opponent's armies. Namely if they have two pair and you kill them, you get the cash value + an extra card, etc. Furthermore, if it goes down to a three person stalemate, you only need to make sure that even if you lose on killing someone, you still stay above the third person, which is often possible.
I like Yeti's 6/5's suggestion.
At the same time... the whole 'definitely' ends stalemate, it would improve the situation, I would rather still have the very odd occasional stalemate than completely ruin the game with the explosive sets that are proposed, which I would be very disappointed to see.
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