Antihero


#709

It’s funny because @tgb123 is the one who just killed me!


#710

I think some of it has to do with the randomness of the map. I’ve had some games where I started off in a really lousy position.


#711

I played my first multiplayer game last night and got trounced by one of the guys in the top 5.

I gather that the best opening move is to get a gang and level up his attack. Is there any way of making a comeback if you lose your gang? Is it feasable to to not use gangs as your opening strategy?


#712

Gangs are very important, but not critical most of the time. It is all map-dependent. If you are going for assassinations, they are nice. If you are going for evictions, they are nice. If you are going for general map control they are nice. However, spend too many resources on the gang instead of VPs and you’ll lose. It is always a balancing act with most maps. That’s what makes the game so dynamic.


#713

About to jump back into this, and open for games with anyone as soon as I get re-registered.

If you haven’t already, definitely check out Keith Burgun’s blog. He makes a distinction between input randomness and output randomness that I think is pretty helpful in discussing these sorts of things, though I think he tends to be a bit overly dogmatic in applying the ideas.



#714

Oh! Thanks for these, I look forward to giving them a read.


#715

Most of the Ludology podcasts (the hosts are board game designers) have great discussions of game theory including discussions in the most recent one of input and output randomness related to the roll and move mechanism in board games. If you like those sorts of discussions, they discuss board games predominantly but often cover videogame related topics as well.


#716

@geggis, our map is out of coin… NO COINS!

The walls are up!


#717

It’s a wasteland of empty houses and tough thugs. The bank and estates are boarding themselves up! It feels weird being past turn 20…

It’s been a great game but I’m a little irked with that last turn where my new gang decided to spawn on the same tile as your thug and move on to the other side of it instead of spawning in the empty space next to my guild hall. @Goatgoatgoat, I’m not sure what the logic is for spawning purchased units but I’d expect them to spawn in the closest visible and unpopulated tile to the guild hall, not just the one at the front.

Edit: will post a screenshot up once I’ve defeated @lordkosc (zing!)


#718

Then we will never see a screenshot ;)

At this point whoever wins, its been a tough long brutal gg! 20 freaking turns!


#719

Definitely! I feel like I should have snatched more VPs sooner on account that I held a number of trading houses and the bank for most of the game but I simply put that down to you forcing me into a myriad of tough decisions and slowing me down with your damn thugs. In other words: well played you bastard sir.


#720

I sorta wish big city had a monument in the middle, that if you could hold for say 2 turns (like the boat) that it would earn you 1 VP. The map just needs another way to earn VPs.


#721

I like Big City because it’s lacking that. I think boiling the VPs down to the base three encourages a lot more underhanded play and creativity. I mean, look at our game now, it’s practically a puzzle that’s constantly adapting and threatening to trip either one of us up.


#722

True, I am amazed we are passed 20 turns now, I haven’t had a game go this long in a few weeks.

Playing this one guy online, he has hit 3 of my last 3 traps, he even said they are too powerful and shouldn’t take away all the thief moves, heheheh.

I am going for the 5 traps in 1 game achievement now with him, I don’t even care if I win! :D


#723

This is my thoughts as well I like the Big City because of the lack of a unique map aspect.

I need to re-read your post @lordkosc as I am still not smart enough to manipulate the gang as you described previously. :)


#724

What @lordkosc is talking about is what I recently explained to @tylertoo in our current game. You position your thug in front of the target you wish to hit with your gang. Place the gang on the other side of the thug and attack your target. The thug will step aside, your gang will attack, then the gang will return to their original position leaving the thug between your gang and the target. This is a really handy buffer for protecting your gang. You can exploit this mechanic further by using your thief or more thugs so your gang returns two or more tiles back, although I think this is probably a bit excessive!


#725

Aha! Now I get it. No offense to @lordkosc. :)


#726

Nice game @Lykurgos. It got a bit heated there at the end! You almost blocked me off so I couldn’t get the win.

Well played @lordkosc! For a while it wasn’t a matter of if you’d win, but a matter of when :-)


#727

Got myself re-registered and am ready to dive back into this. I sent a few invites, but am happy to play more.


#728

I’d shoot you an invite, but I am going to be out next week. Welcome back to the fold.