RE: Second-Turn Compensation? (Full Version)

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Cyberbeast10 -> RE: Second-Turn Compensation? (2/9/2012 16:31:32)

At first I was I though a second-turn compensation was needed. But after a little though, I don't think it should be done. Instead we should change how the game determines who goes first because having first turn IS the advantage!

If both players are the same level; the player with the highest support goes first.
If both players are of a different level; the player with the lowest levels gains 10 [for an example] imaginary support points at the time of calculating first turn.

This way, who goes first is not determined by luck and the proper players who invested in such as advantage get it.





goldslayer1 -> RE: Second-Turn Compensation? (2/9/2012 16:37:31)

@cyber
sometimes being low lvl (and full var) is a good thing.
if ur a lvl 30 ur always gonna go first against lvl 34. and thats a huge advantage if u got builds like str mass ch.
overall, the low lvls goes first rule, can be used to ur advantage.




Cyberbeast10 -> RE: Second-Turn Compensation? (2/9/2012 16:41:57)

Your not always going to be a lower level because gaining EXP isn't optional. Besides, if your a couple levels higher, then you must be able to compete with someone who simply got first turn. You'll usually have better stats, armor, weapons, better everything.

And what if the high level was full varium? That would only make it impossible for non-varium or partial-variums!




Joe10112 -> RE: Second-Turn Compensation? (2/11/2012 17:00:06)

I think there should be like a defense/resistance boost for the whole battle?

Turn 1 = Attack, make it like 1/10 of the damage taken?




AQWPlayer -> RE: Second-Turn Compensation? (2/11/2012 17:51:50)

Fix the gap, then we'll talk about this.




TurkishIncubus -> RE: Second-Turn Compensation? (2/12/2012 6:52:02)

This is not about Rage, its about super moves. Who uses Max super move before will win the other and since first player end warmup of skill faster will win oponent.

like Max Massacre vs Max Super charge, who start will win 90%. And you dont need to use max super move 4-5 lvl is also enough to do who start wins.




Remorse -> RE: Second-Turn Compensation? (2/12/2012 9:49:13)

^ Exactly that is a main problem,

Its Like I say alot of times those builds need to be given ALOT more counters (Apract from luck).
This will means builds like those will require a brain and strategy to beat the same build regardless of who starts, it also means the impact of luck is less because if a build has a brain advanatge that can sometimes equal out luck.

Which means overall all builds should NOT be determined so much by whoever starts, and all build should not determine the winner by minor luck chances.





Goony -> RE: Second-Turn Compensation? (2/15/2012 0:25:47)

quote:

I wonder if making Level / Support have a larger impact on someone going first would help. If you place points into Support, you're sacrificing strict defense and (in most cases) offensive ability. I think that going first SHOULD have some advantage


You're right about that Frothy...
Here's a suggestion that would remove the randomness of who goes 1st!

1st turn suggestion

- There are 2 calculations
- 1st calculation is level difference and that depends on the mode and is based on the players position in the battle screen (see positions below). To compensate for juggernauts being 3 levels higher, position 5 would get +3 modifier when it is a juggernaut battle and when in 1v1 and 2v2 the modifier would be 0. To address 2v1 there would need to be a jugMod, if jug=yes then value =2 and if jug=no then value =1

Positions:

5 | 3
2 | 1
6 | 4

1st calculate level difference. So levelDif=(charLevelPos1*jugMod+levelPos3+levelPos4)-(levelPos2+levelPos5+modeMod+levelPos6) and this will give a number +/- 0 to 5

Then calculate 1st turn: baseSup+focus+agility-(levelDif*2) on players in positions 1,3&4 and baseSup+focus+agility+(levelDif*2) on players in positions 2,5&6.
- Player who has the highest number goes 1st.
- If sum is equal at 2 decimal points then player entering battle 1st goes 1st. i.e Player who is in position 1,3 or 5 (not sure about battle engine search with juggernaut)

Edit: Meh, read it again, I still stuffed up with jugger modifier :S
I sort of fixed it :/
Good luck with going 1st formula, but I like the idea of taking random out of going 1st ;)




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