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TopicMercenaries Draft Week 15 Results: Shine On You Crazy Diamond
KanzarisKelshen
08/15/17 6:27:52 AM
#12:


Oh, and dropping this here - Lopen and I had an interesting discussion about potential alternate win conditions in the draft, which I'd like to hear thoughts on. This is mostly for Mercs Imperium, not so much for a hypothetical Draftmerx 2: Draft Harder. These are the victory conditions that came up during the discussion:

-Conquest Victory: El clasico. Defeat all enemies and you win.
-Econ/Science Victory: Buy a set of mercenaries who do nothing or sink in tons of money into autowinning. In the case of the former, probably apply infra-loss as a way to force interactivity?
-Coalition/Political Victory: Defeat a set of raidboss events that no team could beat by themselves at a certain point in time by working with friends. Enemies might be able to send troops to assist the raidbosses too, or otherwise contest your attempts to achieve dominance through raid victories.
-Exploration Victory: Control a set of territories that add up providing more 'map control' than everyone else. Think of it like getting 51% of the votes in an election, with different territories giving more 'votes'.
-Ascension Victory: Certain (SPECIFIC) terrains can let you win if you manage to hold all of them for a long enough time (or maybe just seize all of them). Whoever grabs all the Ascension terrains wins.

Any other types of victory you'd like to see represented? Providing ways to win without always having to go to topic is something I'm giving serious consideration too, since I know several leaders just don't enjoy having to fight (hi FFD, boko). Mercs is a game that is 'something for everybody', why not embrace that when the concept of fighting on a map changes so much already?
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Shine on, you crazy diamond.
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