Author Topic: Human resource multiplier.  (Read 1319 times)

Coldfusionstorm

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Human resource multiplier.
« on: 27 May 2012, 13:59:13 »
Basically make the resource multiplier availble to humans too.

It would be nice for when you are playing uneven PvP games.

fx, 3 friends.

you could now play 2v1 teams with the one player having a multiplier of 2. or you could challenge all of your friends to a deathmatchs 5v1.
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tomreyn

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Re: Human resource multiplier.
« Reply #1 on: 27 May 2012, 14:07:45 »
I like the idea, since it can add more variety to the game (e.g. you can use maps in constellations you could not use them in before).

I'm worried that if it would be enabled by default AND was controllable by players themselves, players may try to change their multiplier shortly before the game starts to 'cheat'. So it should either be only controllable by the game host / gameserver controlling player (always enabled) or there should be a new advanced option to enable it, defaulting to false (but then players could set it up themselves). I'd prefer the former option, i.e. having it controllable by the server admin/host (only) whenever advanced options are activated.
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Coldfusionstorm

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Re: Human resource multiplier.
« Reply #2 on: 27 May 2012, 14:12:59 »
As of now the host can also start even if people are not ready, isnt this true?. Then he could also just start without people having time to check the game setup.

Perhaps enforce the ready checks?, Perhaps with a notification

"the host want's to start the game change status to ready to begin"
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Omega

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Re: Human resource multiplier.
« Reply #3 on: 27 May 2012, 19:05:24 »
Perhaps prompting the players to accept each change (and requiring everyone to do so) whenever another player sets a multiplier and then hits "ready".

So if a group of players is in agreement that player A can have a resource multiplier of 2, then player A would set his resource multiplier at 2 and hit "ready". Upon doing so, he's in "limbo" until the other players either click yes or no in a popup prompt. If everyone clicks yes, the player remains "ready" and keeps their resource multiplier. If anyone clicks no, then the player will become "not ready" and the resource multiplier will return to the default.

But at the most basic level, it'd be a shame to exclude such a feature just because of fears of players abusing it.
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Coldfusionstorm

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Re: Human resource multiplier.
« Reply #4 on: 27 May 2012, 19:08:56 »
Reviewing each change individually is a hazzle, As a player you should be able to see all options set for the game and if you agree click "ready".
When all players are ready you can just start.
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Ishmaru

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Re: Human resource multiplier.
« Reply #5 on: 27 May 2012, 19:19:46 »
Y not have an "Advanced Option" setting that can change between only having multipliers set by host, or that allows players to choose their own multipliers. J
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Coldfusionstorm

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Re: Human resource multiplier.
« Reply #6 on: 27 May 2012, 19:33:32 »
well, i think it is easier just letting the host have the ability, and then generate some exstra chatting before the game starts, After all everybody needs to agree on multipliers.
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titi

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Re: Human resource multiplier.
« Reply #7 on: 31 May 2012, 09:50:35 »
maybe an advanced option like the "no fog of war switch" called "enable multipliers for humans".
The problem with these things is that they confuse new players, so you need to be careful with this.
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Ishmaru

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Re: Human resource multiplier.
« Reply #8 on: 31 May 2012, 19:27:18 »
maybe an advanced option like the "no fog of war switch" called "enable multipliers for humans".

That works for me!
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