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Feature idea: Improved team games: 6/2/2022 14:20:45


alexclusive 
Level 65
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There is a way of adding a layer of complexity to both the picking stage and the gameplay of team games. It goes as follows:

Instead of all players picking simultaneously, only one player from each team picks (the others do nothing) in turn 0 (the regular picking stage). Turn 1, the second player of each team picks and gets to consider the distribution that took place. Turn 2, the second player has their first turn and the third gets to pick territories etc.

This holds a number of tactical enrichments:

1. Teammates are not equally high on income right from the start
2. You can pick counters after your opponent started completing the bonus already (and need to account for this happening to you)
3. You can pick reinforcements for players in tough positions/bordering several opponents and kind of make a landing to help them (new players enter the fields in an unforeseen manner

I will write more later because I need to finish playing baba template
Feature idea: Improved team games: 6/2/2022 14:24:00


Samek ●
Level 57
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So basically a round robin pick style? I do that when I play Risk IRL ^_^
Feature idea: Improved team games: 6/2/2022 14:30:29


alexclusive 
Level 65
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It's technically like a new 1v1 starting each turn in the first few turns (depending on the number of players), but while picking, they already know who they are playing with an need to take tactical decisions that include considerations Warzone doesn't offer yet (like the above)
Feature idea: Improved team games: 6/2/2022 14:31:05


Roi Joleil
Level 60
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Essentially one player on each team starts at..
turn 0
turn -1
turn -2
ect..

With turns being negativ meaning [you can't do anything]
0 being Pick Stage
and Positiv normal gameplay.

I dont have a strong opinion considering i cant play it out. Sounds interesting tho idk if it has problems i cant think of

On a side Note. I wouldnt be surprised if this isnt implementable the way you suggest it considering the limitations of the Mod framework

Edited 6/2/2022 14:32:58
Feature idea: Improved team games: 6/2/2022 14:31:34


alexclusive 
Level 65
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Imagine you are playing a team game on the MME map, start completing East Russia in a safe way (seeing the counter pick from the start), but suddenly someone picks Mongolia
Feature idea: Improved team games: 6/2/2022 14:44:13

CalmWaters
Level 60
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Curious to see what would happen in a light fog template
Feature idea: Improved team games: 6/2/2022 15:04:48


alexclusive 
Level 65
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Addition to my last example because Marcus Aurelius mentioned it was not clear: The player who picks Mongolia would only see his teammate's picks and bordering territories as always (not the opponent's), but he could still have intel on East Russia if his teammate didn't get his pick in East Russia turn 0
Feature idea: Improved team games: 6/2/2022 15:07:42


Nave 
Level 60
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I like this idea. Would be worth a try!
Feature idea: Improved team games: 6/2/2022 15:17:48


alexclusive 
Level 65
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Addressing the point from MoriOri and Timinator about what happens when a territory is being conquered by player X and picked by player Y in the same turn: One solution could be implementing the rule that territories in distribution cannot be attacked until everyone has picked. This wouldn't change the gameplay much as these are very unlikely to be attacked in the first few turns, at least it rarely makes any sense. And it would only affect the first turn in a 2v2, the first two turns in a 3v3 etc.
Feature idea: Improved team games: 6/2/2022 15:20:11


CraZy 
Level 63
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I appreciate the idea, yet 2 things have to be solved first imo.

1. What is the point of pick cycle (move order) then? It might decrease some complexity of team games as the current way of picking in high lv gameplays are already taken the situation you've mentioned above into account-- better combos for 1 player instead of just ranking the territory itself. (might increase some as well, who knows).
2. People will just focus on the small bonus instead of the big ones (More of like, what kind of game mode are you using? Full dist? Warlord? Cities?)

If the 2 above questions are solved/answered, I believe it kinda will work. Have some new stuff is always cool.

Edited 6/2/2022 15:24:45
Feature idea: Improved team games: 6/2/2022 15:20:35


alexclusive 
Level 65
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Another solution would be letting it happen like a gifted territory. The player picking it would get the territory before any attacks happen, but lose it in the same turn. I actually like this option more, because it feels more natural and doesn't require a new game mechanic.
Feature idea: Improved team games: 6/2/2022 15:22:31


Samek ●
Level 57
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Staggered picks across turns hrm. Gives it a Battle Royale vibe.
Feature idea: Improved team games: 6/2/2022 16:09:55


Rufus 
Level 64
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A very interesting idea. But I feel like you would have the issue with the balance of power: the more developed player beating the ones who started later. That could cause you a great deal and suddenly people would start blaming the luck.
Feature idea: Improved team games: 6/2/2022 17:13:31

ADHDnl 
Level 63
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I would like to try this new idee
Feature idea: Improved team games: 6/2/2022 19:04:27

Gangnam Style
Level 63
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Everyone will forget about it after they try it once or twice:)

More complicated picking stage---->less popularity than normal team game.
Picking stage will take half the time of the game in RT------------>not playable in RT at all(probably).
Imagine new or avarage players trying to play it just for fun, that are happy to have high income. Then they are randomed as last player to pick:) Shit income, just leftovers:)
Multi day game 4v4 waiting few weeks for game to start???

That gift like idea of picking..... You click commit on pick stage........ BANG! You got eliminated before you can deploy anything^^

Idea is interesting at first look but..... unpractical, technical mess and only for one try:)
Feature idea: Improved team games: 6/3/2022 03:21:51


alexclusive 
Level 65
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I believe it might actually even simplify the picking stage for beginners in the sense that you get concrete points to aim at. In the current way (e. g. making so many picks on Europe 3v3) leads to a distribution that is not being understood by >90% of players. With this concept, it's more like picking in a 1v1 when it's your turn to pick.
Feature idea: Improved team games: 6/3/2022 03:32:10


Master Hotarian 
Level 58
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Hey Alex, im good thanks for asking! Wbu?

Anyways, Team games are all about, well your teammate. If you dont have a good teammate, then u dont win the game and its been like this for a long time now where you get some random player in your clan for a 2v2 match and they dont even take ur advice... Changing the way 2v2 works in general would be a great start for me actually liking the setup lol

For starters, if we had only 1 person pick, what happens when they boot? That complicates things cuz that means you would also boot as well and in general the game would be over anyways cuz u cant fight a 2v1 unless ur rufus so I guess it speeds up the process of surrendering?

Another thing I thought about would be perfecting this RR format. Kepp the 1 person pick setup but have the voices in general. Its a 1v1 but with 2 players you get me? Say the game is Hotarian and Naviiso vs Alex and Gak. First up would be Hotarian and Alex, they have the picking stage where they can talk to there teammates on what is the best strat to play for the given set up. Now on turn 1 its Naviis and Gaks turn, they again need to discuss the best way to go about things and communicate to win the game which i what team games is all about but everyone plays by themselves...

This will help with players that dont listen so u can force them to talk with u! And if they dont... then when its there turn to move then its just gonna end up in a bigger disaster but at least its not like 6 different colors on the same screen its 4 players total with only a 1v1 fight. This also allows every template to be a 2v2 without having to switch up the settings within each template to make it suitable for a 2v2 format
Feature idea: Improved team games: 6/3/2022 07:01:52


alexclusive 
Level 65
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I'm good too, thanks! Admittedly, it doesn't solve the fact that the game is immediately lost once any teammate gets booted, but I don't believe that can be done on a strategic template. You better pick your teammates or set open seat prereqs including boot percentage.
Feature idea: Improved team games: 6/3/2022 07:35:07


Athena's Child
Level 61
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I like this idea.
Rather than letting all picks be random and leaving everything to RNG, it leaves rooms for counters.
I think this would be similar to drafting in some other games where other players have opportunities to make informed decisions.
Feature idea: Improved team games: 6/3/2022 11:17:45


(deleted) 
Level 62
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I like the idea, would be fun to try it out and see how it works.

I feel it does add a complexity, however I feel perhaps it gives a way out to making bad picks at the start. I think picking strategies would be limited, for example wanting smaller bonuses and then t2 to try counter with the second round of picks. But ultimately, I don't know you would need to see the feature developed and put into action before finding legitimate criticisms.

Unfortunately, I don't see this being added due to Fizzer knowing better then all of us.
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