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Yung Rommel

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Apr 16, 2017
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At the moment phase A decks are considered more competitive than other kinds of decks just because its not uncommon to attain a huge lead early on, a lead that decks oriented toward phase C can't really recover from. IMO conquest points earned during skirmish or battle phase should be worth slightly more, that way comebacks would be simpler to attain than having to completely wipe the floor and then take the map in perfect fashion.

It also makes sense because gaining territory in a skirmish or battle means much more than gaining territory during reconnaissance.

So: Phase A conquest point multiplier: x1.0 (none)
Phase B conquest point multiplier: x1.25 (slightly more.)
Phase C conquest point multiplier: x1.75(now its almost double the amount, meaning that even small gains in the front line award players lots of points.)
 

Rodeno

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The problem with this is that a dominant Phase A, will be collecting the bonus points off the land they retain into the subsequent phases. It possibly could help close matches but I could see this aggravating shutouts.
 

Paper_hat

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Apr 14, 2017
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The problem with this is that a dominant Phase A, will be collecting the bonus points off the land they retain into the subsequent phases. It possibly could help close matches but I could see this aggravating shutouts.

Perhaps, but the problem still needs to be addressed. In my experience, by the time phase C rolls around one team is already on the verge of a total victory.
 

Rodeno

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Perhaps, but the problem still needs to be addressed. In my experience, by the time phase C rolls around one team is already on the verge of a total victory.
I certainly agree that it is a problem. The solution I think is much harder to nail. If I could think of a solution I'd do so, but it'd most likely have problems of its own.
 

Graphic

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I think it might actually make things worse for phase C divisions. You're still going to need minutes to bring in your phase C stuff and build up with your points advantage, all the while the winner of phase A/B is raking in points even faster than before.

Maybe if there was a "phase D" or "sudden death" mechanic where at the 30 minute mark the conquest points income rate increases but without any phase D units for decks to get.
 

Coletrain1

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Honestly adding yet another variable is just over-engineering the game. The better solution is to make games last slightly longer (45-50 minutes), so that phase C-orientated divisions have some room to work with to make a comeback. Even an extra 5 minutes in phase C would make a big difference in my experience, but I can see the argument for 50 minute games being standard.
 

Nalydix

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One way to help late divisions would be to make an "overtime" feature.

If nobody reached the 2000pts mark after 40 minutes, and the losing side is actually catching up (by holding more than 51% of the map), the game would go into overtime.

At that point, the match continues until the person that was losing reaches 2000pts and win, or have his progression halted (by dropping below 51% in map control) in which case, the initial winner would claim the match.
Of course, if after 40 minutes the underdog is still losing, then the match would end right away. It would only kicks in if the underdog is turning the tide.

The issue is that it will obviously extend the game. But at least, the game isn't decided 10 minutes before it actually ends because you have no chance of gathering enough point in the remaining time.
 

Coletrain1

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One way to help late divisions would be to make an "overtime" feature.

If nobody reached the 2000pts mark after 40 minutes, and the losing side is actually catching up (by holding more than 51% of the map), the game would go into overtime.

At that point, the match continues until the person that was losing reaches 2000pts and win, or have his progression halted (by dropping below 51% in map control) in which case, the initial winner would claim the match.

From a balance perspective this would pretty much guarantee the late-game division wins if the opposing player doesn't get to 2000 points. No need to overcomplicate it, just extend the standard game time to 45-50 minutes.
 

Steeperman

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I would also suggest to change the standart settings ( 45- 50 min game and/or 2500- 3000 Points)

I hope Eugen takes this into considerations, because 2000 Points are to easy to reach for Phase A decks, while Phase C decks can't recover quickly enough.