ESG04 STARTED!

Strategy, feedback, or anything SUBTERFUGE-related

Vote for experiment

Poll ended at Tue Feb 09, 2016 1:18 pm

Magic Number
1
8%
Lockdown
0
No votes
Checkmate
7
58%
Blind Game
2
17%
Specialist Class
0
No votes
Blast Off
2
17%
 
Total votes : 12

Wed Feb 03, 2016 4:31 am

  • tw2000 wrote:So if, in the cycle, you are assigned between 2 very good players, you'll probably be instantly destroyed.

    But if the player you're supposed to target is a very good player, he may realize another good player is coming up, so he may gift units to the person fighting that player or strike a deal with you to act as a buffer zone; which you can potentially use as leverage when making a deal. Also, don't underestimate yourself! If at all, it would be as if it were a normal team-up against you.
    tw2000 wrote: Also, if you assume the role of the next person, then what do you get for eliminating that person? You'd better just leave him alone so you don't waste your precious drillers attacking him when you need them to defend yourself.

    Well, it IS a game-mode after all, so the satisfaction of completing an objective is there! (Why, after all, must we build mines? Aren't we better off using drillers to fight than to drill mines, if it weren't for a preset rule that mining=winning? In this case, elimination of most targets=winning!)
    tw2000 wrote:If no-one else thinks of this strategy, not attacking the next person actually has advantages for yourself. If the cycle starts with you, labeled at 1, and goes around in a circle, with the person attacking you at 10, the even numbered people will would be able to use everything they have to attack and all the odd numbered people will find that they'll have to use everything to defend themselves (unless they're very good).

    Everyone is assigned their targets at the same time; so it doesn't matter if you're number 1 or 7, as everyone will have the same chances and times to attack their target.
    tw2000 wrote:That means that you'll have everything you need to defend yourself, and you won't lose unless someone gets a pirate nav assassin combo. On the other hand, if everyone realises this strategy, there won't be any attacking going on at all.

    This is a potential strategy, but where's the fun in that? Why turtle up?
    tw2000 wrote:So, I'm only playing if we're playing Lockdown, Blind game, or Blast off

    fair enough, but it is a community game-mode afterall.
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    pandasecret
     
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Wed Feb 03, 2016 7:25 am

  • I would like to participate in every game mode except for the checkmate, since I don't want to resign if need be. If I can choose to gift my queen to the player who has got me checkmate so I will get eliminated, I am in.
    thekorfballer
     
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Wed Feb 03, 2016 7:58 am

  • thekorfballer wrote:I would like to participate in every game mode except for the checkmate, since I don't want to resign if need be. If I can choose to gift my queen to the player who has got me checkmate so I will get eliminated, I am in.

    Just launch the queen, I'd say. That way it's not an unfair advantage (although an argument could be made that they deserve the advantage)
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    roadkiehl
     
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Wed Feb 03, 2016 2:53 pm

  • tw2000 wrote:The reason I think this won't work is because it is more a test of luck than skill. Whoever you get assigned to and whoever gets assigned to you. There's hardly any diplomacy in here either. So if, in the cycle, you are assigned between 2 very good players, you'll probably be instantly destroyed.


    This statement contradicts itself. If you're instantly destroyed because the other players are better than you, it IS a test of skill. They beat you because they are better.

    Can I get some clarification on checkmate though, as it's currently in the lead. What's the winning condition? Is it whoever lives longest, whoever eliminates the most players, whoever claims half the outposts, or whoever mines 200 neptunium? Or something entirely different?
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    v3xt
     
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Wed Feb 03, 2016 3:12 pm

  • My take on checkmate!
    We play mining with no mines allowed, last man standing wins. You have to take the player you eliminate's player as your next target. No gifting specialists or drillers. Once you lose an outpost, you have 24 hours to reclaim it. You must resign if you own less than 2 outposts, you must resign.
    kingtwyf1
     
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Wed Feb 03, 2016 3:34 pm

  • GUYS.

    For checkmate, can we make it so that only we know our target and once we're eliminated we give it to the player who eliminated us?

    I don't want people to know that O'm supposed to kill them, I'd rather make and alliance and backstab them when the time comes :3

    I propose we get an anonymous person to send us all our individual targets to keep it secret :)
    R10t--
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Wed Feb 03, 2016 4:01 pm

  • r10t-- wrote:GUYS.

    For checkmate, can we make it so that only we know our target and once we're eliminated we give it to the player who eliminated us?

    Actually, that was what I had in mind when I suggested the rule change. Sorry, I could have been way more clear.

    The only downside is that we'd need an impartial 3rd party to do the assigning. I'm considering joining this game, but if I don't, I'll gladly do it for you.
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    roadkiehl
     
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Wed Feb 03, 2016 4:52 pm

  • We can have two possible victory conditions for Checkmate: (1) The person with most targets eliminated wins or (2) last person alive wins.
    I will ask a friend to randomize all those participating in a list and have him PM you your target. (He does not play Subterfuge so he will be using my account).
    Otherwise if thekorfballer doesn't want to play Checkmate, he can do that if he agrees
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    pandasecret
     
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Wed Feb 03, 2016 5:00 pm

  • Just as a general thought, what is the use of alliances for checkmate? You can only ever attack one person, and from what I know no gifts are allowed to be sent. So really, alliances couldn't do anything. No double teams, no outpost trades, no gifts.
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    mathwhiz9
     
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Wed Feb 03, 2016 8:46 pm

  • You can attack other players, you just can't be the one to take them down to 2 outposts if you're not supposed to kill them. That way you could be allies with your target but work together to take out his target (who may be a super powerhouse on the map). But your ally would have to watch his back because you're still playing for the win.

    I played a game like this at school where we had clothes pins with people's names on them and you had to pin it to something they own to eliminate them. Nobody had any idea who had who. You literally walked around the school paranoid hoping the guy behind you didn't pin you. I got one of my friends and showed him I had him and next thing you know I pin him and take him out. (It was super fun. Great idea for a fundraiser if you need one. $5 entry winner gets $50 or something). But there were those friends who would 'fake' having someone else as a target get them to run and when they turn the other way, someone else who actually had their name was waiting for them. It was a very funny spectacle. The last two players alive set up a 1v1 duel in the middle of the halls and everyone gathered around to watch the duel during passing period. It was amazing.
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