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How to handle lopsided battles, and rapid lineup cycles? #6

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zchandler opened this issue Jan 10, 2016 · 1 comment
Open

How to handle lopsided battles, and rapid lineup cycles? #6

zchandler opened this issue Jan 10, 2016 · 1 comment

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@zchandler
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We discovered a major issue in game play today. If one side of the battle loses more troops than the other side, the remaining troops actually get more attacks in than their opponents in melee, simply by the nature of having a shorter lineup. This is unbalancing because it can lead to 2 or more attacks from one hero before the other hero can attack back. Not sure how to resolve this...

"Wait, how come that guy gets to attack again, he just attacked me?" ... If there are only 3 heroes left, and the other side has 6 guys left, they will attack 2x often as their opponents if we strictly adhere to cycling through the lineups.

@zchandler
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Looks like we have a solution:

  1. make sure that there are not more than 2 sides. If 4 players, make 2 teams of 2.
  2. when a player is attacked it is immediately their turn. That player can choose which hero to play next: either the one that was attacked, or the next hero in the lineup.

We played this way today, and there was no perceived problem despite a lopsided win.

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