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Mod request: Demon Gate KotH

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Date Editor Before After
3/13/2022 3:22:05 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 This idea came about in a discussion about score- and time-based victory conditions. Here is a victory condition that is based on score and almost guarantees that the game ends after a fixed period of time. 1 This idea came about in a discussion about score- and time-based victory conditions. Here is a victory condition that is based on score and almost guarantees that the game ends after a fixed period of time.
2 \n 2 \n
3 The two teams are trying to summon a demon (to take over the world or whatever). 3 The two teams are trying to summon a demon (to take over the world or whatever).
4 * Summoning the demon is the win condition (not actual demon mechanics are required). 4 * Summoning the demon is the win condition (not actual demon mechanics are required).
5 * Summoning occurs by sacrificing units in [b]demon gates[/b]. 5 * Summoning occurs by sacrificing units in [b]demon gates[/b].
6 * A demon gate is a circle on the map and a cost threshold. 6 * A demon gate is a circle on the map and a cost threshold.
7 * As soon as one team has at least the cost threshold in metal within the circle, the units are killed, the gate disappears, and the team receives one victory point. 7 * As soon as one team has at least the cost threshold in metal within the circle, the units are killed, the gate disappears, and the team receives one victory point.
8 * Gates spawn at fixed times at random locations such that gates are equally distant from both teams start boxes. 8 * Gates spawn at fixed times at random locations such that gates are equally distant from both teams start boxes.
9 * Gates spawn with zero radius and grow until they eventually encompass the entire map. 9 * Gates spawn with zero radius and grow until they eventually encompass the entire map.
10 * The cost threshold of subsequent gates ramps up over time. 10 * The cost threshold of subsequent gates ramps up over time.
11 * First team to three victory points wins. 11 * First team to three victory points wins.
12 \n 12 \n
13 This game is guaranteed to end by the time the 5th gate encompasses the entire map provided that the total assets of each player never drop below the cost threshold of the 5th gate. To get around this caveat, perhaps the threshold could also decay slowly over time. This would also solve weird integer efficiencies, such as a gate that would like to efficiently consume one Bandit or inefficiently consume two Glaives. Consuming one Glaive would be a matter of holding onto the gate a bit longer, rather than forced inefficiency. 13 This game is guaranteed to end by the time the 5th gate encompasses the entire map provided that the total assets of each player never drop below the cost threshold of the 5th gate. To get around this caveat, perhaps the threshold could also decay slowly over time. This would also solve weird integer efficiencies, such as a gate that would like to efficiently consume one Bandit or inefficiently consume two Glaives. Consuming one Glaive would be a matter of holding onto the gate a bit longer, rather than forced inefficiency.
14 \n 14 \n
15 There is also the potential for a starvation 'issue' where both players have total value below the threshold and a gate covers the whole map. The player with the most total value would lose to having everything sacrificed first (provided they did not already have two victory points). This seems very unlikely with the types of thresholds I'm thinking of. 15 There is also the potential for a starvation 'issue' where both players have total value below the threshold and a gate covers the whole map. The player with the most total value would lose to having everything sacrificed first (provided they did not already have two victory points). This seems very unlikely with the types of thresholds I'm thinking of.
16 \n
17 The sacrifice mechanic is intended to generate comebacks and make the middle of the map a bit dangerous for porc fortresses. It should be possible to move units out of the way before a gate spawns. The early gates would have relatively low thresholds. I imaging hanging onto control of a gate and paying the cost later would be pretty powerful, but it runs the risk of your opponent sneaking some units in.