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Alternate Escalate Options

ericjkline

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In Escalite or escalate games, it would be fun if the rate reserve bonus increased with some level of randomness. On average, it would increase about the same rate, but from bonus to bonus, it would jump more or less, or could even drop a few. It would encourage some scrambling to get the better bonuses, and it might give teams a chance to get back in the game after they get behind in a 2 team game.
 
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Cagey

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I think I'd prefer ESCALOT: 4,6,8,10,15,20,30,40,55,70,85,100,120,140,160,190,220 etc
 

stone123

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I think I'd prefer ESCALOT: 4,6,8,10,15,20,30,40,55,70,85,100,120,140,160,190,220 etc

I actually quite like this. Going last never looked so good.

Anyone know if coding/changing these settings is easy?
 

Cardinalsrule

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OMG. There's already a lot of people who dislike escalate because of the ability to run the board with escalating sets, you guys want to magnify it? Seems like overkill to me.

I guess it could be put in as a setting, but there's a LOT of more useful/valuable things to put in before that, which just seems a bit unnecessary.
 

stone123

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TBH it`s not always as easy as players think to run the board on escalate...still get a fair amount of stalemates happening. I was thinking along the lines of one of those settings that could be used as purely a bit of crazy fun, or to use as a stalemate side game option setting. For those who live dangerously.

Agreed not a priority.

I Do not like the random factor in the OP.
 
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NewSheriffInTown

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I've been thinking of things like this->

Flatrate - always 6
Incremental (Escalite)- 4, 5, 6, 7, 8....
Escalate - 4, 6, 8, 10, 12, 15, 20

Random - A Random amount between 4 and X - eg. (4-10) or (4-15) or (4-max)

Circular - 4, 6, 8, 10, 8, 6, 4, 6, 8, 10, 8, 6, 4 etc

Agreed not a priority.

Wouldn't be even if we wanted. No new feature until Marcos builds a new game engine.....
 

Cagey

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Proliferation

Escalation plus - instead of 4,6,8,10,12,15,20,25 etc

5,10,15,20,30,40,50,60 etc.
 

NewSheriffInTown

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I'll add it to the list of options I have for reinforcements. Thanks.

I also had on that list:

Random: Any number between 4 and 12 for example

Circular: 4, 6, 8, 10, 12, 15, 12, 10, 8, 6, 4, 6, 8, 10, 12, 15, 12, 10

Reseting: 4, 6, 8, 10, 12, 4, 6, 8, 10, 12, 4, 6, 8, 10, 12
 
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Cagey

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...and let us not forget 3, 6, 9, the goose drank wine, the monkey chewed tobacco on the streetcar line.
 

ndrm31

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I like all the options, but I guess it will be better to introduce 1 option at time, to get be used to them :), on the other hand to many options may be complicated for new players and may kick them out of the site :(
 

sensadrome

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Arithmetic progression of n + 1 would be good for escalate I think.... maybe this is a formula for Cagey's escalate plus ?

4 (+1) 5 (+2) 7 (+3) 10 (+4) 14 (+5) 19 (+6) 25.....
 

Cagey

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Yes I like that better than my idea - btw the point of Proliferation (I still like the name) or Escapalooza (and that :) is that even on massive stalemate would be very unlikely.
 

smi

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What about Escalate resetting?
4, 6, 8, 10, 12, reset! then it continues to
4, 8, 12, 20 then
4, 12, 20, 30 ... and so on, preventing 1 turn kill them all but allows the game to... well escalate as expected

Our have we gone overboard with the reserves settings? :p
 

NewSheriffInTown

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They're all good. Masterjskye, make note of this thread, we may have to dig it up again one day when we're ready.
 

TheGeneral

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Escalate turns to escalite - how to stop this.

Hi,

I have thought about this before and our esteemed colleague adamlumpy has also pointed it out. When an escalate game ends up with large stacks and the card trades are worth 100+ the increment of increase per trade is only +5. In effect play ends up defensive and the game drags on. There needs to be a change in the increment from +5 to something more exponential. Currently, it is like a poker game where the blinds go up quite quickly and then just stop so as the more and more troops come into play the smaller the blinds become.

I am not saying this is the right structure but how about something like this. It would keep the game more akin to escalate.

Trade Troop Bonus Increment
1 4 0
2 6 2
3 8 2
4 10 2
5 12 2
6 15 3
7 20 5
8 25 5
9 30 5
10 40 10
11 50 10
12 60 10
13 70 10
14 85 15
15 100 15
16 115 15
17 130 15
18 150 20
19 175 25
20 200 25
21 225 25
22 250 25
23 300 50
24 350 50
25 400 50
26 450 50
27 500 50
28 575 75
29 650 75
30 725 75
31 800 75
32 900 100
33 1000 100
34 1100 100
35 1200 100
36 1350 150
37 1500 150
38 1650 150
39 1800 150
40 2000 200
41 2200 200
42 2400 200
43 2600 200
44 2800 200
45 3000 200


Thanks for your thoughts and consideration.
 

Roscokov

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I like the idea - and obviously the numbers would need playing around with/tested a bit...but I think the idea itself is definitely something that should be added to the to-do list :)

My instincts would say to give it a few more rounds before increasing the bonus incremement but once they get to 50 people have stopped attacking pretty much.

Obviously this would also be a major departure from the escalate structure used by every other risk thing I've ever played (all 4 of them) so maybe it shouldn't replace escalate so much as be another option "Super Escalate" (maybe we could work on the name)


I would also like an option to put a round limit on games as this would surely affect stalemates...really if you are all still going after round 30 then you're doing something wrong and nobody deserves to win.
 

ndrm31

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I like it, anyway I gess that the +10 should be a bit later, dince the risk is that it will be to earlie to clean a map
 

TheGeneral

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Yes - looking at my suggestion it is perhaps a bit too extreme but I do think something is required
 

F15FreeEagle

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I love the idea. As has already been said, I think the numbers and rounds need some tweaking, but the principle behind it is very good.
 

Cardinalsrule

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I like it, maybe you wait until the sets get really big (100?) before upping the escalate, and then do it quicker? +10, +20, +30, etc. Just a thought.
 
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