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Cry Havoc» Forums » General

Subject: What's the idea behind the variable length of the game? rss

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Thomas Leitner
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In my ongoing efforts to better understand Cry Havoc, I'm very curious as the design decision not to have the game at a fixed number of rounds, but rather to tie it to points generation.

My initial impression is that this only serves to aid the humans and the Trogs, as they are the fastest developing races. In contrast, the Pilgrims and Machines seem to gear up more slowly, and so shortening the game might only hurt them.

I wonder why this mechanism exists in the game at all?
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Felipe Bulhões
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It's a potential solution for a runaway leader problem.
 
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Thomas Leitner
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Coiote wrote:
It's a potential solution for a runaway leader problem.


How is something that exacerbates a runaway leader a solution for it?
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Nathaniel Chambers
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It shortens the game if someone is winning by a significant amount. That does not exacerbate it.
 
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James Mathias
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I will say in my game last night, Machines vs Humans, if I'd had an additional round I may have been able to tighten the distance in scores, but I don't think I could have won.

The Humans did shorten that game by 1 round from scoring 15 in round one.
 
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Grant Rodiek
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MDJD wrote:
In my ongoing efforts to better understand Cry Havoc, I'm very curious as the design decision not to have the game at a fixed number of rounds, but rather to tie it to points generation.

My initial impression is that this only serves to aid the humans and the Trogs, as they are the fastest developing races. In contrast, the Pilgrims and Machines seem to gear up more slowly, and so shortening the game might only hurt them.

I wonder why this mechanism exists in the game at all?


Others have said this, but just to jump in:
If someone is really playing well and dominating, the game ends sooner.
If someone is being dominated and losing badly, the game ends sooner.

Typically only shows up once you're more experienced.

It's less a fix for runaway leader problem and more an alternate lever for experienced players to exercise.
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Thomas Leitner
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bubblepipemedia wrote:
It shortens the game if someone is winning by a significant amount. That does not exacerbate it.


It does if some races are slower to develop than others.
 
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Thomas Leitner
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HerrohGrant wrote:
MDJD wrote:
In my ongoing efforts to better understand Cry Havoc, I'm very curious as the design decision not to have the game at a fixed number of rounds, but rather to tie it to points generation.

My initial impression is that this only serves to aid the humans and the Trogs, as they are the fastest developing races. In contrast, the Pilgrims and Machines seem to gear up more slowly, and so shortening the game might only hurt them.

I wonder why this mechanism exists in the game at all?


Others have said this, but just to jump in:
If someone is really playing well and dominating, the game ends sooner.
If someone is being dominated and losing badly, the game ends sooner.

Typically only shows up once you're more experienced.

It's less a fix for runaway leader problem and more an alternate lever for experienced players to exercise.


Thanks for the response, Grant. I may leave this rule out in my next few games, however, to see if that alleviates some of the issues I'm having with the two races I think are slower to develop. Maybe I can reintroduce it if people become experienced enough.

Thanks again.
 
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Nathaniel Chambers
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MDJD wrote:
bubblepipemedia wrote:
It shortens the game if someone is winning by a significant amount. That does not exacerbate it.


It does if some races are slower to develop than others.


Then that does not exacerbate the problem of a runaway leader. It exacerbates the problem of a short game vs a long game. A runaway leader generally means that you would not have caught up to them. Not that "I would have caught up to them given enough rounds."

Semantics mind you. Just because the word I'd use is different doesn't mean it's not a problem. I'm not sure if I know a single word for your problem. I'd file it under 'unbalanced' if you are genuinely concerned that certain races have a rush-game strategy that the other races simply cannot keep up with. But I'm guessing they tested the hell out of this.
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Thomas Leitner
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bubblepipemedia wrote:
MDJD wrote:
bubblepipemedia wrote:
It shortens the game if someone is winning by a significant amount. That does not exacerbate it.


It does if some races are slower to develop than others.


Then that does not exacerbate the problem of a runaway leader. It exacerbates the problem of a short game vs a long game. A runaway leader generally means that you would not have caught up to them. Not that "I would have caught up to them given enough rounds."

Semantics mind you. Just because the word I'd use is different doesn't mean it's not a problem. I'm not sure if I know a single word for your problem. I'd file it under 'unbalanced' if you are genuinely concerned that certain races have a rush-game strategy that the other races simply cannot keep up with. But I'm guessing they tested the hell out of this.


You are correct. I got a little off track. My concern with the rule is that I think a short game might favor some factions over others.
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