1 |
Just to comment on the concept of handicaps and Go:
|
1 |
Just to comment on the concept of handicaps and Go:
|
2 |
\n
|
2 |
\n
|
3 |
tdlr - Non-mandatory handicaps done well can be fun for everyone, and may be underutilized in general. There exists an option for using "organic scenario" handicaps to give skill-distant players a way to play an even match, if they so choose.
|
3 |
tdlr - Non-mandatory handicaps done well can be fun for everyone, and may be underutilized in general. There exists an option for using "organic scenario" handicaps to give skill-distant players a way to play an even match, if they so choose.
|
4 |
\n
|
4 |
\n
|
5 |
Handicaps (and also bidding systems to equalize asymmetrically-played games/maps, like Axis&Allies does for instance) have probably not organically evolved yet in many places, because of how jarring they are to groups that haven't used to them (also lots of humans just like to see raw wins). I love Go, and that was my first introduction to handicaps.
|
5 |
Handicaps (and also bidding systems to equalize asymmetrically-played games/maps, like Axis&Allies does for instance) have probably not organically evolved yet in many places, because of how jarring they are to groups that haven't used to them (also lots of humans just like to see raw wins). I love Go, and that was my first introduction to handicaps.
|
6 |
\n
|
6 |
\n
|
7 |
Now, to be fair, playing a stacked game is already a completely different meta, so the discussion is simply about coming up with a fun way to do something that there is no fun way to do right now. I agree with the meta-changing aspect of Go handicaps, and similarly, if we just multiplied metal income, while easy to implement, could create an unintuitive and persistent change in gameplay on every level. But there's an even more elegant solution that involves handicapping with organic scenarios.
|
7 |
Now, to be fair, playing a stacked game is already a completely different meta, so the discussion is simply about coming up with a fun way to do something that there is no fun way to do right now. I agree with the meta-changing aspect of Go handicaps, and similarly, if we just multiplied metal income, while easy to implement, could create an unintuitive and persistent change in gameplay on every level. But there's an even more elegant solution that involves handicapping with organic scenarios.
|
8 |
\n
|
8 |
\n
|
9 |
For instance, ever lost your first scout to their scout? Bam, there's an organic handicap option right there, starting one player with a scout but not the other.
|
9 |
For instance, ever lost your first scout to their scout? Bam, there's an organic handicap option right there, starting one player with a scout but not the other.
|
10 |
Ever had both scouts mutually kill each other, but it was in your base so you had the reclaim? There's another option, starting one player with reclaim by their base.
|
10 |
Ever had both scouts mutually kill each other, but it was in your base so you had the reclaim? There's another option, starting one player with reclaim by their base.
|
11 |
Same with one player having an extra wind gen or mex because the other lost it.
|
11 |
Same with one player having an extra wind gen or mex because the other lost it.
|
12 |
\n
|
12 |
\n
|
13 |
Especially with things like reclaim, there's lots of options for granularity. If there are any concerns with even the most promising idea still being too unnatural because of having it at game start, you can delay the bonus to a natural time, say 1 minute into the game or something.
|
13 |
Especially with things like reclaim, there's lots of options for granularity. If there are any concerns with even the most promising idea still being too unnatural because of having it at game start, you can delay the bonus to a natural time, say 1 minute into the game or something.
|
14 |
\n
|
14 |
\n
|
15 |
Perhaps at game start, the commander has a command to place a "handicap wreck", which would be a single wreck with metal equal to players' difference in mmr. But it has a 1-minute delay on being reclaimable.
|
15 |
Perhaps at game start, the commander has a command to place a "handicap wreck", which would be a single wreck with metal equal to players' difference in mmr. But it has a 1-minute delay on being reclaimable.
|
16 |
\n
|
16 |
\n
|
17 |
To
get
into
logistics
for
a
second
if
that
sounds
confusing:
the
servers
keep
track
of
handicap
win
ratios
for
given
"handicap
constants"
and
adjust
them
until
the
handicap
constant
results
in
50/50
win
ratios.
As
in:
ReclaimHandicap
=
mmr
*
HandicapConstant.
Handicap
matches
could
be
unranked,
at
least
to
start
with.
|
17 |
To
get
into
logistics
for
a
second
if
that
sounds
confusing:
the
servers
keep
track
of
handicap
win
ratios
for
given
"handicap
constants"
and
adjust
them
until
the
handicap
constant
results
in
50/50
win
ratios.
As
in:
ReclaimHandicap
=
mmr
*
HandicapConstant.
|