Skip to Content
 

Using a calculator

9 replies [Last post]
questccg
questccg's picture
Online
Joined: 04/16/2011

Hi all,

I was wondering does it sound "stupid" to have to use a calculator to play a game??? :P

My formula for conflict resolution is not so complicated on its own:

(Your ATK) - (Opponent DFS) or
(2 x STR) - (END + DEX)

Not too bad... Here's the kicker. When I add multiple units (ARMY):

Let's say you have four (4) units and your opponent has three (3):

(4 x (2 x STR)) - (3 x (END + DEX))

It's kinda "difficult" to do this math in your head (and get it right). It's still a "work in progress": one thing I am certain is that you will have multiple units. The formulas and calculations remain to be seen...

Limit case: (9 x (2 x 9) - (9 x (9 + 9)) = (9 x 18) - (9 x 18) = 0

I "personally" need a calculator to do (9 x 18) = 162 (or a piece of paper...) The result of that battle is ALL units die, neither player wins anything (0). Positive numbers favor the attacker winning and negative numbers favor the defender winning.

bonsaigames
bonsaigames's picture
Offline
Joined: 12/20/2010
Math

Most people do not enjoy doing math in a game beyond simple addition and subtraction IMHO.

questccg
questccg's picture
Online
Joined: 04/16/2011
Bonus calculations

The other thing is that bonuses can come into play raising STR or ATK. Defensive bonuses can also apply on either END or DEX.

Basic formula:

(Your ATK) - (Opponent DFS) or
(2 x STR) - (END + DEX)

With bonuses (sample: ATK = +4 and DEX = +2):

((2 x STR) + 4) - (END + DEX + 2)

Obviously if you add ARMY to it... Again the formula is not that easy to calculate (need a calculator - or a sheet of paper).

questccg
questccg's picture
Online
Joined: 04/16/2011
Good point

bonsaigames wrote:
Most people do not enjoy doing math in a game beyond simple addition and subtraction IMHO.

The problem is by not having any formulas makes conflict resolution something "dumb". It becomes all or nothing scenario: compare two numbers and the higher one is the victor.

Any suggestions as to how to handle conflict resolution???

bonsaigames
bonsaigames's picture
Offline
Joined: 12/20/2010
questccg wrote:bonsaigames

questccg wrote:
bonsaigames wrote:
Most people do not enjoy doing math in a game beyond simple addition and subtraction IMHO.

The problem is by not having any formulas makes conflict resolution something "dumb". It becomes all or nothing scenario: compare two numbers and the higher one is the victor.

Any suggestions as to how to handle conflict resolution???

You could add a die for randomness.
You could give some cards the ability to remove others from the count.
You could use trump suits (damage types) or an RPS system.

Just a few options.
Hope that helps.

questccg
questccg's picture
Online
Joined: 04/16/2011
Need some further explanation

bonsaigames wrote:
You could add a die for randomness.
You could give some cards the ability to remove others from the count.
You could use trump suits (damage types) or an RPS system.

Adding a dice for randomness does not "add" to strategic play. It just introduces a factor that is unforseeable.

Currently there is only one (1) card that compares to another. So I can't remove any cards... And it is played like poker: you place a bet (number of units), the other player can call (have exact same amount of units) or raise (increases the number of units). Then the cards are exposed and the "fancy calculation takes place"...

I'm not familiar with "trump suits (damage types)" or an "RPS system". Could you explain those two in further detail???

Thanks.

questccg
questccg's picture
Online
Joined: 04/16/2011
Hmm... simplified calculation

Actually if I design the game to be like poker (call or raise), then the number of units MUST be EQUAL on both sides. This implies that the number of units CANCEL each other out:

(4x ?) - (4x (? + ?) = 4x (? - (? + ?))

So basically it would boil down to the standard formula, which isn't too complicated to calculate: (2 x STR) - (END + DEX).

You would play a card down not to attack but just to make sure the other player does not win the blinds. Since there are three (3) pots, one player will control the game over the other, forcing combat to naturally happen.

questccg
questccg's picture
Online
Joined: 04/16/2011
Intelligent play

questccg wrote:
Actually if I design the game to be like poker (call or raise), then the number of units MUST be EQUAL on both sides. This implies that the number of units CANCEL each other out...

If you cannot afford to "call" (match units) - it could be the same as "folding". This means that once a player controls a pot, you would not want to engage the player unless you have a card you believe can stand up to your opponent.

Losing a blind of one (1) chip is nothing compared to losing 8, 10 or more chips because of a "fold". There could be also some intimidation or "bullying" that could occur (rich player vs a poor player): like stay away from my POT (territory/kingdom).

Markus Hagenauer
Offline
Joined: 12/04/2009
don´t let the players do the calculation

I agree, most people don´t want to do a lot of math during gaming.
But you can keep your formula, if you use some electonic device like Yvio or as Ravensburger does in "Wer war´s?". Players enter their "bid" and the device tells the result.

bonsaigames
bonsaigames's picture
Offline
Joined: 12/20/2010
questccg wrote: ...I'm not

questccg wrote:

...I'm not familiar with "trump suits (damage types)" or an "RPS system". Could you explain those two in further detail???
Thanks.

RPS = Rock Paper Scissors
Trump Suits are used in card games as a tie breaker or as an I win this hand card.

Syndicate content


forum | by Dr. Radut