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Fixing Tug Of War


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#1 Cato Zilks

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Posted 22 August 2018 - 08:46 PM

So after we have had several events with large amounts of planets on the line end without any planet changes, I again want to propose a very simple fix. This is not a get rid of tug of war thread. Tug of War is, at its core, a good system that keeps comebacks viable. The problem is that PGI keeps setting all or nothing goals. Stop this.

Set multiple thresholds. Say side A is attacking 4 planets, each 1/4 of the bar past mid-point represents a planet. If side A ends the cycle with the bar about 60% past even, they would get 2 planets. This is a easy fix that would keep the map changing and break up the monotony.

Edited by Cato Zilks, 22 August 2018 - 08:47 PM.


#2 Horseman

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Posted 23 August 2018 - 01:09 AM

Already on table from FP feedback

#3 Cato Zilks

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Posted 23 August 2018 - 05:11 AM

This is what Paul had in his notes for Community feedback:

Quote

Tug-of-War adjustment for less punitive win condition flips.
Removal of Tug-of-War mechanic for smaller events with different win scenarios.

People said things like "fix tug of war" and get rid of tug of war" in the discussion thread, but this is deeply unhelpful as we may get something crappy as a replacement. He starts talking about it from 1:13:00 till about 1:15:00 on the podcast. He seems to think we need to lower the threshold for victory from 90% to say 60%. This is not going to be a good solution. The system needs degrees of victory.

If we don't change this, there will always be incentive to pack one side of a conflict.

Edited by Cato Zilks, 23 August 2018 - 05:14 AM.






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