As much as I liked the team aspect, I wish we could have soloed labyrinths as well (with the requirement of producing as many cards and getting only 1/4 the score) because having to rely on other people bogged things down sometimes.
Hope you guys bring this game back soon, I really enjoyed this.
And I'd be willing to help plan for it, seriously. And starting ASAP would help work out any balance kinks in the challenges before this gets run again in however many months.
As much as I liked the team aspect, I wish we could have soloed labyrinths as well (with the requirement of producing as many cards and getting only 1/4 the score) because having to rely on other people bogged things down sometimes.
Indeed. It would have been awesome to watch Raptor try with Team I'm All Alone. The Boycosh on that, I felt, was unfair.
Here's an idea to elaborate on the idea in brackets there:
If a player could have taken on multiple classes, to produce multiple spells, it would have worked out. You'd also have 5-N points extra starting health for each extra class you had (1 C: 5 hp, 2 C: 9 hp, 3 C: 12 hp, 4 C: 14 hp). And a team may have more than one of a class.
Score Multipliers (Not rounded to any decimal):
(Applied to your own personal scores only, but before team scores calculated: )
You have one class: x1
You have two classes: x0.5
You have three classes: x0.3
You have four classes: x0.2
Someone else has the same class as you (Per class): x0.8
Two people have the same class as you (Per class): x0.5
Three people have the same class as you (Per class): x0.3
(Applied to each member's personal scores, before team scores: )
All classes in your team are accounted for: x1
One class in your team is missing: x1.2
Two classes in your team are missing: x1.5
Your team only has one class: x2
4 members (Max): x1
3 members: x1.1
2 members: x1.3
1 member: x1.5
So with a one man team, with all 4 classes: 1 x .2 x 1 x 1.5 = x0.3 multiplier to all his card scores, 14 starting hp.
With a four man team, devised as so:
A) All 4 classes
B) Class A + B
C) Class A + C
D) Class D
A would have .2 (4 classes), .5 (2 others with class A), .8 three times (one each with B, C, and D), and x1 (all 4 classes accounted for). He would have 14 starting hp, but a multiplier of x0.0512 to all 4 of his cards.
B would have .5 (2 classes), .5 (2 others with class A), .8 once (class B), and x1, for a total of 9 starting hp and a x0.2 multiplier.
C would have the same as B, 9 starting hp and a x0.2 multiplier.
D would have x1 (1 class), .8 (due to player A), x1. He would have only 5 starting hp, but a x0.8 multiplier.
Over all, this team would design 9 cards per round, with an average multiplier of x0.2 per card, or x0.45 per player (Net loss of points).
Obviously the highest multiplier is achieved with a solo, single class. This gets you a x3 multiplier for your cards. You only have 5 starting hp, though. Good luck surviving that.
And the obviously lowest multiplier is all 4 players with all 4 classes (16 cards / round), which would yeild a multiplier of x0.0054 per card, averaging x0.02 per player (compared to the optimal x1!).
Labyrinth challenges would be designed for 4 man teams with one different class each (1x1x1 multiplier each), resulting in 5 hp each and 1 card each. But of course each would have ways that would make more cards more difficult (such as each has to be relevant to score ;), as already demonstrated in this round).
There was once [The Pack], but no more.
And I'd be willing to help plan for it, seriously. And starting ASAP would help work out any balance kinks in the challenges before this gets run again in however many months.
Indeed. It would have been awesome to watch Raptor try with Team I'm All Alone. The Boycosh on that, I felt, was unfair.
Here's an idea to elaborate on the idea in brackets there:
If a player could have taken on multiple classes, to produce multiple spells, it would have worked out. You'd also have 5-N points extra starting health for each extra class you had (1 C: 5 hp, 2 C: 9 hp, 3 C: 12 hp, 4 C: 14 hp). And a team may have more than one of a class.
Score Multipliers (Not rounded to any decimal):
(Applied to your own personal scores only, but before team scores calculated: )
You have one class: x1
You have two classes: x0.5
You have three classes: x0.3
You have four classes: x0.2
Someone else has the same class as you (Per class): x0.8
Two people have the same class as you (Per class): x0.5
Three people have the same class as you (Per class): x0.3
(Applied to each member's personal scores, before team scores: )
All classes in your team are accounted for: x1
One class in your team is missing: x1.2
Two classes in your team are missing: x1.5
Your team only has one class: x2
4 members (Max): x1
3 members: x1.1
2 members: x1.3
1 member: x1.5
So with a one man team, with all 4 classes: 1 x .2 x 1 x 1.5 = x0.3 multiplier to all his card scores, 14 starting hp.
With a four man team, devised as so:
A) All 4 classes
B) Class A + B
C) Class A + C
D) Class D
A would have .2 (4 classes), .5 (2 others with class A), .8 three times (one each with B, C, and D), and x1 (all 4 classes accounted for). He would have 14 starting hp, but a multiplier of x0.0512 to all 4 of his cards.
B would have .5 (2 classes), .5 (2 others with class A), .8 once (class B), and x1, for a total of 9 starting hp and a x0.2 multiplier.
C would have the same as B, 9 starting hp and a x0.2 multiplier.
D would have x1 (1 class), .8 (due to player A), x1. He would have only 5 starting hp, but a x0.8 multiplier.
Over all, this team would design 9 cards per round, with an average multiplier of x0.2 per card, or x0.45 per player (Net loss of points).
Obviously the highest multiplier is achieved with a solo, single class. This gets you a x3 multiplier for your cards. You only have 5 starting hp, though. Good luck surviving that.
And the obviously lowest multiplier is all 4 players with all 4 classes (16 cards / round), which would yeild a multiplier of x0.0054 per card, averaging x0.02 per player (compared to the optimal x1!).
Labyrinth challenges would be designed for 4 man teams with one different class each (1x1x1 multiplier each), resulting in 5 hp each and 1 card each. But of course each would have ways that would make more cards more difficult (such as each has to be relevant to score ;), as already demonstrated in this round).
Ashamed of posts from years ago.
Multicolored millcards in something other than dimir.