Ways to fix marketrush on low pt.
PostPosted: 22 Nov 2016, 19:31
Before main part, i think we just need to put ideas with a lot of text into separated topic.
To start with, i love short games, but i can't play it because of market. To be honest, market just killed this type of game. Reason is not complicated: we can build market, exchange food for trunks/timbers/axes/leather armors and win the game before all your town and army dies of hunger. It makes games with pt shorter than 35 unplayable.
The only way to play without pt now is to block market in map editor. But we shouldn't think that 0 pt gamed can't be long. Sometimes we need market on late stages, but we can't build it. There can be a dynamic script, but we are to put it to every map we want now. It causes copying similar maps with different modes.
My position is that game with any pt settings must be playable. As i said, now only 35 and more are playable. We can play 35, 50, 60, even 120 if we have a big map with lots of space both for building and battle. Time to allow 0-30 =) (ofc it depends on the map. On Blitzcrieg 20 is enough. But type of game is militia+iron. Like on standart map with 35)
Or course, we can allow it with a lot of methods. Fighting citizens, building walls and a lot of other absurd ideas. But fixing marketrush with direct fixing of market is much better all in all.
So, ideas:
1). Allow to build market after metallurgist's. It will allow to play pt 0-15, because in this case if player decide to play with marketrush, we'll be defeated by standart strategy with militia
Beginners can suffer a little bit, when they have out of gold without metallurgust or miner, and it will delay their building much more. For this we can do some new messages (optional) like "Sir, our gold stocks are emptying", so player won't forget. But the main problem - this method doesn't work on pt 20-30. It just delay the timing, but doesn't cope with problem. But it allows 0-15 pt at least.
2). Make trade food-something unprofitable. E.g. now fish-->leather armor is 5:1. If we make it 10:1, the power of market rush weakens twice. Someone can ask: but i can still exchange even with this rates. You can. But it became easier to defend. When your opponents spend recourses for market, you can build 3 towers instead. If opponent exchange food for trunks (as the most profitable exchange, but needed processing), he also have to build more sawmils and workshops. So, we have even more recources which we can spend on something useful. Disadvantage: can damage games in very late stages, when you have a lot of excess food.
3). Combinations of 2 previous methods. E.g. do it together, or take a part from both of them, something like opening after gold mine and increase rates in 1.5, and so on.
4). Place for your ideas guys =)
Looking forward to your feedback =)
To start with, i love short games, but i can't play it because of market. To be honest, market just killed this type of game. Reason is not complicated: we can build market, exchange food for trunks/timbers/axes/leather armors and win the game before all your town and army dies of hunger. It makes games with pt shorter than 35 unplayable.
The only way to play without pt now is to block market in map editor. But we shouldn't think that 0 pt gamed can't be long. Sometimes we need market on late stages, but we can't build it. There can be a dynamic script, but we are to put it to every map we want now. It causes copying similar maps with different modes.
My position is that game with any pt settings must be playable. As i said, now only 35 and more are playable. We can play 35, 50, 60, even 120 if we have a big map with lots of space both for building and battle. Time to allow 0-30 =) (ofc it depends on the map. On Blitzcrieg 20 is enough. But type of game is militia+iron. Like on standart map with 35)
Or course, we can allow it with a lot of methods. Fighting citizens, building walls and a lot of other absurd ideas. But fixing marketrush with direct fixing of market is much better all in all.
So, ideas:
1). Allow to build market after metallurgist's. It will allow to play pt 0-15, because in this case if player decide to play with marketrush, we'll be defeated by standart strategy with militia

2). Make trade food-something unprofitable. E.g. now fish-->leather armor is 5:1. If we make it 10:1, the power of market rush weakens twice. Someone can ask: but i can still exchange even with this rates. You can. But it became easier to defend. When your opponents spend recourses for market, you can build 3 towers instead. If opponent exchange food for trunks (as the most profitable exchange, but needed processing), he also have to build more sawmils and workshops. So, we have even more recources which we can spend on something useful. Disadvantage: can damage games in very late stages, when you have a lot of excess food.
3). Combinations of 2 previous methods. E.g. do it together, or take a part from both of them, something like opening after gold mine and increase rates in 1.5, and so on.
4). Place for your ideas guys =)
Looking forward to your feedback =)