#591794
I love these Krenim ideas, extremely flavorful, fun, and fresh kinds of interaction.
I do have the same concern about game length.
One way to compensate is to tilt the outcomes (or probabilities!) towards *shortening* the game, rather than *lengthening* it, but not necessarily to the advantage of either player. e.g., have outcomes such as "20 additional points are needed for any player to win" and "30 fewer points are needed for any player to win" be equally likely among the options. Or have three equally-likely outcomes as "clear opponent's mission", "clear my mission", "undo my mission".
I do have the same concern about game length.
BCSWowbagger wrote: ↑Thu Jan 19, 2023 10:31 pm (Basically, my vision for the Krenim is that they add extreme variance, but, on balance, not very much advantage. They might make the game longer, but just as often will make it shorter, and most often it will balance out. In my thinking, they're a faction for a player who doesn't necessarily want to win, but who absolutely wants to cause chaos. Like @JeBuS!)This is a good thought, but I'm not sure it's so simple. Adding variance to game time would "balance out" if the "cost" of a game was directly proportional to its length (a 60-minute game is exactly twice as onerous as a 30-minute game). In a tournament, having a hard time limit both increases the "cost" of long games significantly (which are disrupted more when cut short and modified wins assigned), and decreases the "benefit" of short games slightly (you still have to wait around until all the games wrap up before the next round begins). This imposes risk aversion on us; adding variance isn't neutral but makes things worse.
One way to compensate is to tilt the outcomes (or probabilities!) towards *shortening* the game, rather than *lengthening* it, but not necessarily to the advantage of either player. e.g., have outcomes such as "20 additional points are needed for any player to win" and "30 fewer points are needed for any player to win" be equally likely among the options. Or have three equally-likely outcomes as "clear opponent's mission", "clear my mission", "undo my mission".