Since I was the villain in this case, I thought I'd bring the discussion
up again. I played a somewhat defensive strategy in my first game (the
Wolff duel), and when this failed to yield results I was informed there
was no reward for surviving. This encourages offensive, fast-paced games.
Combined with executives it also encourages wild panda charges to take out
the enemy exec.
This is what inspired my strategy in the quoted game. Charge one enemy for
a quick takedown, and bring the entire force along to avoid a second
front. After the enemy is down, move on to the next front.
I think it boils down to a lack of incentives for fighting multiple
fronts. Your outgoing damage is limited, but your incoming isn't.
--
Magnus Kristiansen
"Don't worry; the Universe IS out to get you."
On Apr 16, 1:50 pm, "Magnus Kristiansen" <magnusrk+lg...@pvv.org>
wrote:
>
> What map was this on?
Nuclear power is safe.
On Apr 17, 10:17 am, "Magnus Kristiansen" <magnusrk+lg...@pvv.org>
wrote:
> On Tue, 17 Apr 2007 15:32:32 +0200, Alex Reutter <alex.reut...@gmail.com>
> wrote:
>
> > What map was this on?
>
> Nuclear power is safe.
>
Right. Since there's a relatively high cost of getting to your
opponents (shooting through hardened doors), and since doing damage is
how you score points, there's even more good reason to throw your
weight in a particular direction. There's actually very little reason
to initially head for the center, since healthpaks are a mixed
blessing.
Alex
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But what if everybody "breaks the deal"? I think it would be highly
entertaining if /everyone/ rushed madly clockwise around the map,
looking for opponents. :-)
More seriously, the fact that completely focusing in one direction
does not appear to be optimal (especially if you're a higher ranked
player; I can easily go negative when coming in 2nd) makes me not too
worried about this issue. Figuring what is an "appropriate" split of
forces shouldn't be much of a moral decision; that way lies madness
(like determining when it's "appropriate" for a 3rd party, otherwise
out of the running, to "interfere" in the endgame between two other
opponents :-).
Alex
> But what if everybody "breaks the deal"? I think it would be highly
> entertaining if /everyone/ rushed madly clockwise around the map,
> looking for opponents. :-)
That describes a previous game of the six-player map to a tee, except it
was counter-clockwise. It was like watching NASCAR.
> More seriously, the fact that completely focusing in one direction
> does not appear to be optimal (especially if you're a higher ranked
> player; I can easily go negative when coming in 2nd) makes me not too
> worried about this issue. Figuring what is an "appropriate" split of
> forces shouldn't be much of a moral decision; that way lies madness
> (like determining when it's "appropriate" for a 3rd party, otherwise
> out of the running, to "interfere" in the endgame between two other
> opponents :-).
OK, I can agree that imposing behavioral constraints and ethics on a silly
game is, well, silly.
However, as I have played the "he who gets mobbed" role 3-4 times in
recent games, and "he who is left idly twiddling his zappy pistol" a
couple other times, I'd like to point out that those aren't really fun,
and rank lost in those ways feels quite arbitrary.
Thus, I leave this debate behind, but as I do so, I take the Dobinatorian
pledge: I shall not mob one side. Shall you be placed near me, you shall
feel some measure of my wrath, or at least have a couple of me as
blue-purple skeet for your amusement.
That is, except for Small 4-way, where I always go to one side :-)
One can imagine your team as an expanding hull. If you can use the
hull surface to surround someone, you will win (like the Cannae
tactic). Since we're using ranged weapons and there is a lot of
terrain, there are many values of "surround" besides a simple
crescent.
http://en.wikipedia.org/wiki/Battle_of_Cannae
On some maps, the corridors are wide enough you can fit most of your
team along one path, so a one-directional rush is a good idea---you
get a strong hull that can envelop other people.
NuclearPowerIsSafe is designed so that you are strong going one way
and weak going another, so you will be encouraged to go
counterclockwise. NuclearStorage has wide, wide corridors that can
fit your whole team in just one.
Other maps this isn't the case. Some maps have no structure, so your
hull collapses into frantic running around (Entrails), while other
ones the pipes are too narrow, and if you don't split your forces you
aren't maximizing your hull area. I always split my forces on
Hedgemaze and ManInTheMiddle.