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Re: Galcon principles :: Sep 21, 2011 @ 7:09pm

Cabin Boy socratic

Joined: Feb 10, 2010
Posts: 1928
Location: =3

I understand tinny. That was what I was basically trying to say. Maybe I didn't understand what Fifty6 was trying to say.

I do however agree with you on your two points tinny.

______________________________________________________________

As said by NO100PERCENT,


I still disagree, socratic. Everyone has an equal chance in the beginning, it's only once the spawns are actually chosen that the game starts to become imbalanced. Then people's decisions make things even more chaotic.


You said that the game starts to become imbalanced when the spawns are chosen. Yet you claim everyone has an equal chance in the beginning. How can everyone have an "equal" chance at the beginning when the beginning is when the spawns are chosen?

I agree with the whole chaotic thing though, to some extent.
post updated on Sep 21, 2011 @ 7:31pm
Re: Galcon principles :: Sep 21, 2011 @ 7:30pm

Cabin Boy no100percent

Joined: Dec 10, 2010
Posts: 19

Concisely put, tinny.
Re: Galcon principles :: Sep 21, 2011 @ 8:57pm

Cabin Boy ipityu

Joined: Oct 12, 2008
Posts: 227
Location: Florida

Equality at inception is an absurd assumption that ignores one of the key components of the game.   Strategy in this game consists of two parts;  Numbers and time.  Those players who fail to grasp the time component will never be a worthwhile challenge.  

Certainly everyone starts with the same numbers, but the distance (time) to resource producing planets (which produce at different rates over TIME) varies before a player ever touched the screen.   

Therefore the TIME component is out of balance before any and every game.

The true masters of this game understand the importance of time in this game - which is what makes three-TARDs so pathetic: EVERY single three-way was winnable within 60 seconds by at least one of the players. A stalemate is a result of crap strategy and players should be embarrased to find themselves in one.
post updated on Sep 21, 2011 @ 8:59pm
Re: Galcon principles :: Sep 22, 2011 @ 7:38pm

Cabin Boy esparano

Joined: Nov 5, 2009
Posts: 1414

But then again, if everyone maintained perfect balance, games would never end!! It would be like pitting three GA bots against one another. But with less movement.
post updated on Sep 22, 2011 @ 7:44pm
Re: Galcon principles :: Sep 22, 2011 @ 7:44pm

Cabin Boy krazykyler98

Joined: May 15, 2011
Posts: 2803
Location: Tattoine, Dune Sea

@Fifty6

There is no equality in any games. There is never going to be a fair map. There will never be 4 people in a room with equal skill. Even if there was, who would decide that people are equal? Who's to say what equal even means? What if our thinking of equality isn't actually what we really thought(or what society thinks) in the first place? 

This is about Galcon. There is no equality in games. There are and never will be equal maps. There are and never will be players of equal skill(4) in the same room. Galcon is like a card game. Every player gets their draw of cards. It's based on luck. Luck isn't the only thing about the card game though. 



A player with knowledge, with experience, and who knows how to apply that to the game is the one that is likely to win. It doesn't matter if the game, map, cards, or whatever is unfair. People can still win. Yes players can make the game winnable. However the equality thing is far from the truth. There is never any balance or equality in any Galcon games.


That's exactly what I meant by my last post, you just made it longer :)
Re: Galcon principles :: Sep 22, 2011 @ 7:45pm

Cabin Boy krazykyler98

Joined: May 15, 2011
Posts: 2803
Location: Tattoine, Dune Sea

Socratics idea holds true for the very reason that the spawns have to many variables in their nature, therefor it's like playing cards where whatever your drawn is what you get. So then... Socratic... Is... In fact... Correct :P

(please excuse me for my weird vocabulary, I'm not trying to sound smart) xP


That was mine :P

Ps. Sorry for double post i don't know how to copy two things into one post
post updated on Sep 22, 2011 @ 7:46pm
Re: Galcon principles :: Sep 22, 2011 @ 8:28pm

3 Stripe Admiral fifty6

Joined: Apr 22, 2009
Posts: 105
Location: galcon.tinny.net.au

Ipityu has a point



time :

quickness of reaction 
length of attack
plan ahead
post updated on Sep 22, 2011 @ 8:28pm
Re: Galcon principles :: Sep 22, 2011 @ 9:23pm

Cabin Boy socratic

Joined: Feb 10, 2010
Posts: 1928
Location: =3

Re-Post of Socratic's post in PLANET IPCRESS.

I've already stated what you need to know to excel in Galcon.


What you need to know, learn, and perfect to excel in iGalcon in FFA, 2v2, 1v1.

-Knowing when to camp
-Knowing who to attack
-Knowing when to attack
-Knowing how to capture planets with the smallest amount of ships possible
-Small fleet harassment
-Risks
-Time vs. Ship Production
-Planet Hopping
-Defending properly
-Using the right % at the right times
-Re-directing your fleet(s)
-Learning the average human response time to a change in a fleets direction 
-Learning the way that the human brain works when playing iGalcon
-Mechanics of the game
-Helping out your partner
-Be able to read the maps quickly (1-3 seconds or less)
-Knowing when to stay or leave a cluster
-Knowing how to work as a team
-Learning new strategies, and what works well against people
-Knowing who the person is and how good they play
-Adapting to new situations
-Knowing when to expand
-Knowing which planets to take
-Knowing when to take planets at the correct time
-Learning to Vulch (If you are one of those players)
-Know who to attack if a FFA turns into two 1v1's
-Avoid using 100% as much as possible
-Learning to stall opponents
-Learning how to capture planets quickly
-Learning how to keep the other player pressured 
-Learning how to play quickly and efficiently with deadly force
-Learning how to avoid misclicks
-Learning to pay attention to EVERYTHING, not just one area
-Learning the common human errors and using them to your advantage
-Learning to use small fleets effectively
-You need to play to learn. You don't learn if you don't play
-Forums do help to some degree, but it isn't the best way for people to get good.
-Experience is key

Lastly, EXPERIENCE is one of the biggest key factors to getting better. You learn through experience. You don't learn if you don't play. You learn by playing other players, by observing what and how they do things. You learn by making the same mistakes repeatedly until you finally realize you must be doing something wrong. You learn by playing hundreds upon thousands of players. You learn the human flaws. You learn the mechanics of the game. You learn how to direct. You learn how to hop. You learn how to conquer. You learn through experience.
Re: Galcon principles :: Sep 23, 2011 @ 5:41am

Cabin Boy ipityu

Joined: Oct 12, 2008
Posts: 227
Location: Florida

@fifty6  
Don't forget alao the time it takes to get ships from planet to planet, the time it takes to 'break even' on a new planet and the time it takes for your planets to produce. You have to consider the tradeoff of your numbers for an increase in production speed - and even more important - the speed of your opponent.
post updated on Sep 23, 2011 @ 5:42am
Re: Galcon principles :: Oct 6, 2011 @ 10:07am

Cabin Boy ipcress

Joined: Feb 7, 2009
Posts: 1790
Location: Get off my lawn!

Another dead strategy thread.  LOL.
Re: Galcon principles :: Oct 6, 2011 @ 11:12am

Cabin Boy krazykyler98

Joined: May 15, 2011
Posts: 2803
Location: Tattoine, Dune Sea

^ is correct........

Ps. Why bump?
Re: Galcon principles :: Nov 8, 2011 @ 7:23am

Cabin Boy ipityu

Joined: Oct 12, 2008
Posts: 227
Location: Florida

The vast majority of players left who still play this game don't have or even care about strategy.  The only thing their tiny minds can do is sit in a catatonic stupor waiting for someone else to move.  Should this not work they switch to suicide mode.   Pathetic. 
 If you are reading this then that is not you -  you are one of the few players to actually engage your brain.  Good luck.  You need two strategies; one against real players and another for the lamers.  Wanna guess which you'll use more?
Re: Galcon principles :: Mar 4, 2013 @ 8:10pm

Ensign tincansailor

Joined: Nov 21, 2008
Posts: 2

Interesting and informative. Thank you.
Re: Galcon principles :: Mar 4, 2013 @ 8:16pm

Captain dart

Joined: May 15, 2011
Posts: 1104
Location: Ready to destroy you.

The vast majority of players left who still play this game don't have or even care about strategy.  The only thing their tiny minds can do is sit in a catatonic stupor waiting for someone else to move.  Should this not work they switch to suicide mode.   Pathetic. 
 If you are reading this then that is not you -  you are one of the few players to actually engage your brain.  Good luck.  You need two strategies; one against real players and another for the lamers.  Wanna guess which you'll use more?


I play against everybody, with of course watching how they play, like if they're suicide happy, I try to defend him to get on good terms, then he' more likely to hit another player and forget just how deadly you are to them, this only works for like 1 game though. lol

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