Author Topic: A competition of a different kind...  (Read 1836 times)

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Offline BFG

A competition of a different kind...
« on: February 07, 2013, 05:14:41 AM »
I suspect this wouldn't be too interesting to play, but I'm curious: what would a game in which a player won (or lost) not by traditional victory/defeat rules, but simply by successfully capturing (not destroying) the opposing players' Headquarters city, look like?  I suspect this would require a vastly different strategy than the average game.
« Last Edit: February 11, 2013, 09:43:34 AM by sisko »

Offline t_ras

Re: A competition of a different kind...
« Reply #1 on: February 07, 2013, 07:55:35 AM »
It would be very hard, but I like the idea.
Correction: it would be very hard if destroying the city would mean a ti, but there would have to be some restrictions on the "loosing" side (like "dont obliterate your last city).

Offline BFG

Re: A competition of a different kind...
« Reply #2 on: February 07, 2013, 06:16:08 PM »
It would be very hard, but I like the idea.
Correction: it would be very hard if destroying the city would mean a ti, but there would have to be some restrictions on the "loosing" side (like "dont obliterate your last city).
Hmm, good point.  We would have to institute a "deliberate destruction of your own Headquarters equates to an instant loss" rule.  I also wonder if instituting a rule requiring you not to move your Headquarters would be necessary--but I think any restriction on Headquarters movement would diminish the strategic aspects of the game.

Finally, what would we do in a situation where a player successfully captured a Headquarters, but didn't realize it?  Or when a player successfully captured an AI Headquarters?  Would we Scenario Edit and force the AI to capitulate?

Offline ete

Re: A competition of a different kind...
« Reply #3 on: February 07, 2013, 07:34:00 PM »
This sounds interesting, though as t_ras says you'll need some restrictions. Freely moving/destroying the HQ would be too easy to use to circumvent the rules, and not ever being able to move it would make life a lot harder for players starting near the coast (unless the CMN started everyone near the coast, actually that may be great.. hmm.). To avoid imbalance something like: If you move your HQ then you lose if either the old or new HQ is taken for the next 20 turns, after which only the new HQ is vulnerable. Or just start everyone on the coast and say if you lose your HQ to anything but nerve gas or a PB, you lose. Forcing players to have sea defenses could make for a very interesting and different game. Though I guess maybe they'd just raise land to protect it.. eh. maybe more rules needed.

Offline Earthmichael

Re: A competition of a different kind...
« Reply #4 on: February 16, 2013, 05:32:37 AM »
If you kept your HQ to size 1, then any attempt to capture the HQ would always destroy it.

Offline Dolgorukov

Re: A competition of a different kind...
« Reply #5 on: February 22, 2013, 01:38:04 AM »
Simple formulation: Loss of HQ means loss of game for owner. If you're caught without an HQ for at least one turn, you're toast!

I like the idea.

 

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