Mage Wars > Domination

Let's talk Multiplayer Domination

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Arkdeniz:

--- Quote from: wtcannonjr on December 23, 2018, 11:27:46 AM ---I am imagining a 2-3 hour maximum for each match. Say 5 V'Tar points to end it. Each V'Tar point earned by a player in each match would be converted to Tournament Points with additional Tournament Points added for killing an opponent mage. This would allow players to try a mix of strategies during the tournament.

After X number of rounds the tournament points are totaled and ranked to determine the top 6 players and prizes awarded based on that ranking.

--- End quote ---

5 points only?

The game will be over in 5 turns. I don't think you'll need 3 hours.

wtcannonjr:

--- Quote from: Arkdeniz on December 23, 2018, 03:55:29 PM ---
--- Quote from: wtcannonjr on December 23, 2018, 11:27:46 AM ---I am imagining a 2-3 hour maximum for each match. Say 5 V'Tar points to end it. Each V'Tar point earned by a player in each match would be converted to Tournament Points with additional Tournament Points added for killing an opponent mage. This would allow players to try a mix of strategies during the tournament.

After X number of rounds the tournament points are totaled and ranked to determine the top 6 players and prizes awarded based on that ranking.

--- End quote ---

5 points only?

The game will be over in 5 turns. I don't think you'll need 3 hours.

--- End quote ---
I wasn't planning to leave the orbs without a guardian or two.

Also, the arena layout may include some distance between starting mages and the orb locations.

Arkdeniz:
It is easy enough to get a guarded orb on T2 even if it is two zones away, and build a quick offensive straight away to take a second orb on T4.

Vtar of 0+1+1+2+2. Five turns. (And that is assuming Galaxxus is not in play)

In a three or four player game nobody will be willing to take the momentum hit necessary to slow down one player, knowing a third player will come through the middle. Everyone will charge straight for the orb rush.

I think, from having played 3 player domination a lot, you need a win condition of at least 8 points to ensure the mages get mixed up with each other.

wtcannonjr:
Your point about higher V'tar points might work best. I've also considered two standard guardians in each orb zone or map configurations which place the same orb equidistant from multiple mages at the start. There are several variables to consider that could make this interesting.

Arkdeniz:
Two Sslaks or an Usslak would certainly slow the players down.

I have seen equidistant orbs work well in bringing on mage conflict, but I have also seen games where two mages have long standoffs over a zone, with neither player wanting to move first.

As you say, lots of variables are in play, but the longer a game goes, the more player interaction will be forthcoming.

Anyway, great to see some action on the Domnation front - it is an underused style of the game.

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