Comments (2)
This has been on the todo list for a long time. Things that would need to be done:
- Make the faction cost obvious in the faction selection UI
- Change the rating algorithm to consider faction strength separately for games with/without this option (and probably separately for each map too). This would also require changing the rating UI; maybe the thing to do would be to just hide.
- Make sure the stats page (and related things like the "tuning tool") allow properly filtering out games with/without this feature.
- Make sure that anyone getting game data from sources such as event logs will not accidentally group games with/without this option together.
- Make it impossible to accidentally apply the VP variants to the wrong map.
The path of least resistance for the last three points is probably to just make the VP variants separate maps with separate IDs.
from terra-mystica.
"The path of least resistance for the last three points is probably to just make the VP variants separate maps with separate IDs."
This is probably the best thing to do and add If statements to differentiate between something like Original and OriginalAdjustedVP. The thing that concerns me is that if people start playing a lot with the adjusted vp, the data might show that the vp need to be adjusted. Maybe you could just add the 1st VP Adjusted map as a playtest map which does not count in ratings to confirm that the vp is balanced? Then you could worry about the ratings implications later.
To make the faction cost obvious in the faction selection UI, adding a text block with the faction VP list should do the trick.
from terra-mystica.
Related Issues (20)
- Change from IPv4 to IPv6 messing with SPF HOT 2
- Repository doesn't have latest code HOT 2
- Feature to review played games (step through the log move by move and update visual board) HOT 1
- Feature request: public chat before joining game
- Feature request: estimate time to next move based on opponents' historic play schedule
- Feature request: Add relative turn order to "Waiting for [faction]"
- "Waiting for" blank when waiting for leech decisions prior to scoring
- Feature request: "+income" planning command HOT 3
- Feature request: low-bandwidth boolean API endpoint to check whether moves need to be made
- chat message notification with playerN instead of faction/name, also ui glitch with planning for another faction
- Allow pass for unavailable tile during planning
- Adding environment variables/variables file/something along those lines? HOT 3
- FAV12 not calculated in final scoring when passing HOT 1
- Replace terra-mystica-spiel faction links with gamingstrategy.com links
- Events for first player in each round seem incorrectly logged HOT 3
- Feature-request: Allow randomly assigning factions
- Instructions for running local server HOT 1
- Bug: "Waiting for" empty when leech decision blocks
- The `Loon Lakes` Faction Heat Map starts from `B1`
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