Mon 03 Apr 2006 06:37:22 PM UTC, comment #2:
Prestige is a natural choice since it is already implemented.
I guess the AIs could deal with prestige without much modification.
Another interesting possibility is to use a mix of different values to
estimate which player would have won if the game would have continued.
But that's hard. On the other end: AIs could stay the way the are.
My favorite is:
using something which would be negative in a full length game. Like
the team with the fewest globs wins. When the timer is running low,
you'd have to change strategy and decimate your own population - or
kill off your enemy before the time is up. This could be an extremely
interesting (asymmetric) situation, in which recon and quick strategic
decisions dominate the game.
I forgot to mention that time in globulation could also be used to
split a game into different phases in which you are aloud different
things.
For example:
1. we could begin with a two minute phase in which every produced worker
is level 3 in construction, running and swimming. This should speed
up the start, so that we can reduce the amount of minimum time that a
game has to last to be serious.
2. we could draw maps in which near your starting swarm is an island
with losts of fruit and forbid swimming/pools for the first 15 minutes.
You'd have to survive that time before you can use them.
This is especially nice in asymmetric situations, where one team starts
strong and the other will be weak first, but with potential.
Think of games with 3 teams where weak team 1 has to be protected by
mid-weak team 2 or team 2 would themself face destruction in the next
phase. In the third phase team 2 would be strong but team 1 would be
strongest so that team 2 should know exactly how much it should help
team 1 in the first phase ...
There is much potential in the concept of time.
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