Game 51679: Socrates, xeno, petermock, Ethereal Slayer in 'Flag Collector'
You are here: Stellar Forces > Your Games > Game 51679: Socrates, xeno, petermock, Ethereal Slayer in 'Flag Collector'
- I've dropped both Flags in my corner and got 98 VP's. I thought that would be a win?
Posted by
petermock 2 years ago [Login to reply]
- After reading the mission brief I'm none the wiser. Am I missing something obvious?
Posted by
petermock 2 years ago [Login to reply]
- It's 49 VPs per flag. (Sorry, it doesn't seem to actually say this anywhere).
- Well to be honest I have never got two flags before! I've won the game but only from being the last alive. It is a rarity for anyone to do it from experience. You have confused the computer program Pete.
Posted by
xeno 2 years ago [Login to reply]
- I believe the discription says most flags 'at the end of the Game'.
So everyone else dead or on the last turn.
Such a scenario encourages some back and forth 'pushing'.
I guess what I'm saying is...
Brace for contact;)
- Good point ES. Very likely the case.
Posted by
xeno 2 years ago [Login to reply]
- Yes, good point. I was wondering why it's not 50VPs per flag?!
- Ok but there's only 2 FLAGS in the centre, how do you win doing the mission other than last man standing?
Posted by
petermock 2 years ago [Login to reply]
- Or are there more?
Posted by
petermock 2 years ago [Login to reply]
- First time I've ever nabbed the 2 FLAGS. Pretty cheeky of me :)
Posted by
petermock 2 years ago [Login to reply]
- If I can only win by getting the Flags and defending them until the end if turns, I think that's a really tough mission. Better to ignore the FLAGs and hunt enemy troops. Which makes this more like Battle Royale or kill frenzy.
Posted by
petermock 2 years ago [Login to reply]
- I'm inclined to agree. Does anyone object if I change it?
- My vote obviously is for changing it. Honestly getting the 2 FLAGS home is extremely difficult. If the change ruins it, I guess you can revese the change.
Posted by
petermock 2 years ago [Login to reply]
- *reverse
Posted by
petermock 2 years ago [Login to reply]
- Might I suggest the following options for possible changes...
1. Obviously upping the flags to 50 points each. X2 = 100 point win condition.
2. Add a third flag and have them at 35 points each would have a similar effect. But might reduce the blitz factor.
As would spreading the flags across other rooms.
3. Leave the flags and reduce the turn limit.
I have it as turn 8 now... Could you last to say turn 12?
Finally... Is there a four player mission where each side starts with a flag (that they can move around as they wish). Each valued at 35 points when placed in your base. 100 points to win?
- Hey folks,
So I've been thinking about this... (Probably too much!)
And the way I see it this version of CTF should remain. And maybe have a second version with an instant win criteria.
I shall explain...
Peter and I are playing different games.
Or more precisely different tactics based on our interpretation of the details for this mission.
I determined the best course of action was a cautionary start. I didn't want to take the risk of being the first one to grab the flags knowing I'd have to hold them for 20 turns.
I am curious if Xeno had the same strategy?
I don't mean to detract from the achievement of getting both flags back to your base. But I doubt the other players would of let that happen had the rules stated that to be an instant win.
So it would be a false to believe a changed version would play out like this match.
In addition I believe capture and hold missions to be more realistic. (Items - flags, computers, etc or 'hills').
With the other teams having a chance to recapture.
How often have you read war stories where a fighting force captures an objective, so everyone goes home!?
(Destroy an objective maybe ha ha)
Please forgive my enthusiasm. Did I mention I'm new here.
- Ps
Possible change -
4. Indestructible walls combined with nerve gas for area denial could make the early grab tactic more feasible...
- I see your points. Though he only thing is getting and holding the FLAG for 20 turns until the end is a long time to camp with 3 enemy factions hitting you from all sides. We've got a few FLAG missions which everyone now ignores the FLAG mostly and just kill opponents. There must be an incentive or tactical advantage in going for FLAG/s. Mostly it's suicide even trying for them.
Posted by
petermock 2 years ago [Login to reply]
- Some Egg collector/hunts are now kill frenzy mostly. I did win one getting the eggs but it's a really rare result.
Posted by
petermock 2 years ago [Login to reply]
- We could have a hold out version where each faction has FLAG/s to defend in their own corner. Win conditions could be player with the most FLAGS wins by the end turn. Put one FLAG in the centre as an extra undefended temptation.
Posted by
petermock 2 years ago [Login to reply]
- Socrates Snoots Willis was seen by my Humphrey Bogart and he didn't fire despite being on 100% opp fire. He is now on ablaze. Really unsure why he didn't fire when he saw him.
Posted by
xeno 2 years ago [Login to reply]
- I always used to go for the eggs but found I almost always got attacked while doing so or coming back with them. I play more defensively. But as Peter says, so often it comes down to kill frenzy and last man standing.
Posted by
xeno 2 years ago [Login to reply]
- There are some great suggestions here. However, I want to avoid having a thousand different Flag Collector missions (and there are also the other *Egg* Collector missions to add to the confusion). I suggest I do change the current mission to be 50 VPs for each flag, and also create another mission which is almost exactly the same, but each player starts with an flag in their corner. Then it will be a case of trying to steal another player's flag while defending your own.
- That sounds great Steve!
Posted by
petermock 2 years ago [Login to reply]
- Can't wait to play them both.
- New mission "Flag Protector" is now ready to be played. And I've changed the VPs to 50 in Flag Collector.
This topic has now been closed.