mgmasl
Senior Member
I refer to scenarios with a number of turns including a VC deciding a victory in previous turn with some conditions.. kind of Rude Mood or Crossfire from Action Packs.
I personally dislike greatly this particular VC conditions making possible a victory on first 2 or 3 turns, mainly because they are creating a lot of dicey scenarios whith no time (turns) to recover from a bad turn. I think the same purpose is obtained with a VC conditions using Victory points and counting this Victory points EVERY Turn. I mean, if you want a scenario forcing a slow withdraw (rude Mood) try it by getting at the end of each turn a number of victory points based on buildings controlled by either side (or anything else). If VC are good enough, to get a victory the player will have to get a minimun number every turn similar to the conditions created by the sudden death condition, but because of not special victory until reaching the last turn, any bad turn affected by high or low DRs or some stupid mistake may be balanced on next turns, so creating an always 7 turn scenario but with the same stressing game turns.. Ie, there is no tiem to relax -IMHO as trying to create those particualr VC conditions- but game will be played until the last turn, as usual.
I really think that adding this particular dicey VC conditions to tournament size scenarios is a particular big mistake and not needed at all by changing VCs to get the same game effect.
My 0,00000000000199999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999... cents
Miguel
I personally dislike greatly this particular VC conditions making possible a victory on first 2 or 3 turns, mainly because they are creating a lot of dicey scenarios whith no time (turns) to recover from a bad turn. I think the same purpose is obtained with a VC conditions using Victory points and counting this Victory points EVERY Turn. I mean, if you want a scenario forcing a slow withdraw (rude Mood) try it by getting at the end of each turn a number of victory points based on buildings controlled by either side (or anything else). If VC are good enough, to get a victory the player will have to get a minimun number every turn similar to the conditions created by the sudden death condition, but because of not special victory until reaching the last turn, any bad turn affected by high or low DRs or some stupid mistake may be balanced on next turns, so creating an always 7 turn scenario but with the same stressing game turns.. Ie, there is no tiem to relax -IMHO as trying to create those particualr VC conditions- but game will be played until the last turn, as usual.
I really think that adding this particular dicey VC conditions to tournament size scenarios is a particular big mistake and not needed at all by changing VCs to get the same game effect.
My 0,00000000000199999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999... cents
Miguel
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