Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Rated Map Pack / Ladders and official CS news > Polls, and General discuss > Relative Kills Calculator - CBA/CBA Hero
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For ex. a 1v1 CBA hero goths vs koreans, Koreans get imp at 600 kills isn't that too high and an almost match loss (unless the korean civ player is less skillful)
Moreover, with the latest map version the hero spawn can be closed, so goths is at an advantage(Goths wont spawn archers, as he has no chemistry researched) until korea gets harald ie 600 kills. By then goths would be approaching charles martel!
I suggest a method of scaling down or up kills required based on attack/normal armor/pierce armor/bonus attacks (like catapharacts vs infantry civs) of unique units in the play.
Dont have a concrete formula but something could be worked out.
Just a thought....to make gameplay fair!
Regards,
why_what1729
Thats the point, civs have their relv adv/disadv, why push it further by having a higher kills for better civs (relatively again)?
The example i quote goths would win 95% of the time.
TO make it more challenging for the goths player we could have a lower kills requirement for the korean player maybe like cage at 270 and imp at 400..
He wouldn't outright go on a rampage! These are custom maps designed by the community we could alter/improve the design to make game play more challenging!
Also, the requirements are for team games, where you must be VERY unlucky to be civraped by everyone.
What you said will never be implemented, because:
1. It takes too many triggers: civ number^2, with some conditions and many effects: CBA is too crashy anyway.
2. Random civs is NOT supposed to be balanced. In random civs you always want to be Saracen while your enemy is Mongol, or something like.
The idea is that two civs can't be equal in direct showdown, so one must always be advantaged and the other disadvantaged, even if the difference can be smaller or bigger.
The only even-balanced match can be with mirrored civs, but there are all kind of tricks (like many ways of patrolling) that make the game.
Have you created any maps?
The number of triggers isnt too much i think, with civ number^2 it gets to be at most 64 for a 4v4!
I hope i haven't hit a road block yet!
Could someone else with more experience on CBA map design throw some light on this?
Oh he said for 1v1. How would it get activated though? That'd be the hard part imo. I think some sort of auto-balance would be good for CBA in general too.
Consider a Goths vs Brits match. Brits would have to be rebalanced so much that they are not only able to get Castle and Imperial Age's faster, but in CBA Hero you would also need it so that they get Heroes faster, otherwise, there'd be no point in rebalancing the scenario at all. However, if you rebalance it in that way, Brits would have a significant advantage in that they should be able to create 250 units whilst Goths would be still less than 100 units, again, unfair as that would increase the ability for them to then obtain kills and hence obtain Haralds & Martels faster, at which point, with the Imperial Age brought earlier for them also, it would be "gg" when actually you should just accept and expect Goths to beat Brits - part of the game.