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Escalating point objectives
 
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Solomiranthius

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Anyone ever thought of having objectives change in victory point reward depending on the turn? For example, typical 100 point game, 50 point objectives (per rule book).

Change to turn 2, 20 points; 3, 30 points; 4, 40 points; 5, 50 points; 6, 60 points; etc.

Or some different amount. Point being you try to encourage a little distance play. Might make air builds even more powerful though.
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PostMon Jan 02, 2017 2:20 pm
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mnnorthstars

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I like it.
PostMon Jan 02, 2017 2:32 pm
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RH

 
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Interesting idea and it adds potential diversity to games.
In the "rock-paper-scissors" versions of fleet building an escalating objective value would penalize rush builds. One could always roll for variable values as you can roll for year and weather:
Example:
1-2 no change to objective value
3 escalating value
4 diminishing value
5 positional value ie 85 points upper and lower objective and 130 central objective
6 mystery value, assign values by dice roll after the objective is taken, example 90, 100, 110 points so roll on first objective taken one of those values is used, second objective roll between the two remaining options, third option is the last value remaining

> victory points would have to adjust in some games for value changes on the objectives if the three do not total the normal value
PostMon Jan 02, 2017 8:59 pm
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Flakstruk

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You could also do split value of objectives: first time a ship ends the turn on the objective divide the victory points of the objective proportionally based on the units for either side contesting said objective
PostTue Jan 03, 2017 2:41 am
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mnnorthstars

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Or each side gets 20 points per turn it's on the objective, then the player gets the remainder if he actually takes it.
PostTue Jan 03, 2017 1:41 pm
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Solomiranthius

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Yeah, I'm trying to figure out how to (simply) encourage something other than "run to the middle and duke it out" all the time without making air the default build.
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firesdstny

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Solomiranthius wrote:
Yeah, I'm trying to figure out how to (simply) encourage something other than "run to the middle and duke it out" all the time without making air the default build.


I wonder if you could do something with you have to hold an objective for two turns before it is yours, but then you can also lose it if the opponent reclaims it.  Part of the issue is the game is meant to be fast-played so damage/sinking and attrition are built in.
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PostTue Jan 03, 2017 8:51 pm
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Flakstruk

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You mean you have to hold an objective a whole turn and not move on part way through the turn?
PostTue Jan 03, 2017 11:06 pm
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LcdrSwizzle

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I'm with Solo. The "rush in" scenario certainly is KISS, and that's the basis of the game. However, that's not very interesting in many ways. Both sides already know what the other will do, so they can pick their fleet accordingly.

Some mechanic to modify the objectives value over time, is a great idea to discuss.

Thanks for starting this Solo!

If we were to go with "points per turn" on holding objectives (something like World of Warships?) we may spice it up by saying you only get points for the objective as long as a ship with Sea Control is in that objective AND it's not contested.

That way a tiny surviving fleet cannot take nor hold all the objectives and both sides may "lose". You'd have to save some ships from destruction so that you could keep getting points from the objectives.

Also, surviving subs and planes still have something to do (attack that crippled DD holding the south objective, for example).

Another "rule" that may help this is to NOT stop the game when one side loses all it's ships, but continue until "the points to win" are reached, or both sides agree to call it a draw.


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PostWed Jan 04, 2017 1:20 pm
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