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RE: [pbmserv-dev] Cathedral Suggestions
Haven't played the game, but how about overcoming the assymetry of 2) by the
same method used in other games, i.e., allow swaps in this case after the
second placement (first non-cathedral building)?
Going the other way one could add a generic option that says "series of "N")
in which the ratings are determined by the collective outcome of N games (N
presumably even).
Lyman
-----Original Message-----
From: Randall Bart
To: Gamerz Developers
Sent: 4/5/2002 10:12 PM
Subject: [pbmserv-dev] Cathedral Suggestions
I would like to suggest two changes to Cathedral:
1) Advance moves
When playing Cathedral face to face, the last few moves are done quite
quickly. Though the moves are rarely forced, there's no suspense, no
strategy. These are pieces placed in safe territory, and often some
Taverns and Stables placed in plentiful small spaces.
Therefore, allow a player to specify many moves in one command. Eg:
cathedral board 101 user pass inwg3 stna4 stwd10 sqni1
The first move is the current move. The remaining moves are queued up
to
be subsequent moves. When it's the player's move again, take the first
queued up move. If it's illegal (it's now occupied), just go on to the
next queued move. (You don't need to flush the queue; trust me.)
2) Paired games
The biggest problem with Cathedral is that the player who places the
Cathedral has a big disadvantage (as I've demonstrated to Richard in
game
107). Playing without ratings, you just play as many games as you play,
and the results are a meaningful as you think they are. But in a rated
environment, we need a way to equalize the opportunities.
The solution is to play two games and add up the scores. Add a switch
on
the challenge (how about "-pair") that starts a pair of games. When the
first game ends, it doesn't affect the ratings. When the second game
ends,
add the scores for both games, and determine win, lose, or draw.
--
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