Poll: Do you agree that the bonus wit rule is flawed (as described below)?
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Issue with new bonus wit rule
12-07-2012, 01:40 PM
Post: #1
Issue with new bonus wit rule
I've perused the forums quite extensively and I'm very surprised that no one else shares a particular frustration I have with the new bonus wit rule (1 wit returned after you kill a unit). I'd be interested in hearing what other players think.

My Opinion

I think the bonus wit rule was an interesting change. In my eyes, it encourages quicker games by rewarding aggressive strategies (more units killed -> wit advantage is gained quicker -> the game escalates and concludes quicker). And that's a great thing, considering how long some Outwitters games can last.

The Problem

Here's what really gets me going: the new rule is a "refund", not a "freebie". Meaning that you have to have the wit to spend before you can "get it back". This makes very little sense when you look at how it affects certain types of turns. Specifically, if your turn only consists of moves where you are moving to attack (and get the bonus wit), then you don't have the last wit to make the final hit. And furthermore, it demands that you make moves in a particular order for you to be able to take advantage of the new rule.

Hypothetical for Demonstration

I have (6) free wits at the beginning of my turn. My opponent has sent some units to attack and so there are a few units near my spawn spaces. I evaluate the best strategy and decide I need to do the following:
  1. Spend (-3) wits to spawn a sniper. Spend (-1) to kill a soldier that was within range, and I get (+1) back. [down to 3 wits]
  2. Spend (-1) to spawn a runner, (-1) to move him next to a nearby enemy runner, and (-1) to kill that runner, and I get (+1) back. [down to 1 wit]
  3. Spend (-1) to move one of my soldiers next to another enemy runner to kill it, and then…
WAIT. I can't kill that last runner. I have spent my last wit moving my soldier and thus I cannot attack, even if normally the attack would have "cost" 0 wits.

I could change the order of the moves and thus get off the attack with my soldier, but then one of the other moves wouldn't be able to be completed in the same way. Frustrating.

You can extend this demonstration further, too. Here's an alternative:
  1. As before, spend (-3) wits to spawn a sniper. Spend (-1) to kill a soldier that was within range, so I get (+1) back. [down to 3 wits]
  2. Spend (-1) to spawn a runner, (-1) to move him next to a nearby enemy runner, and (-1) to kill that runner, and I get (+1) back. [down to 1 wit]
  3. Spend (-1) to move one of my soldiers back (maybe to get out of range of a sniper or something).
Okay cool, seems like no problem, right? But then try reversing the order in which I take those steps (maybe I didn't see the enemies before moving my soldier back). And all of a sudden, I have the same problem: I can't get the final hit off with my sniper because that last wit is not available (even though it is supposed to be a free hit).

Conclusion & Plea

I understand the changes that OML made to speed up games and better the gaming dynamic. I don't understand why any lethal hits are not allowed as a final move when I have 0 wits.

I believe that the new feature was implemented this way because it was easier to program. But it seems disruptive to logical gameplay, and I would be one happy player if it was changed.

What does everyone else think?
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Messages In This Thread
Issue with new bonus wit rule - djwhatthebleep - 12-07-2012 01:40 PM
RE: Issue with new bonus wit rule - NDRDOG - 12-08-2012, 01:35 AM
RE: Issue with new bonus wit rule - Szei - 12-08-2012, 04:40 AM
RE: Issue with new bonus wit rule - Magnum - 12-12-2012, 03:52 AM
RE: Issue with new bonus wit rule - _H2O - 12-12-2012, 05:49 AM

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