#Jammer causes move starvation in 1v1

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grim bluff
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If you start first with a jammer you are almost guaranteed to win:

Denote the first player as P1 and the second player as P2.

P1 steals/uses jammer to cuff P2 while figuring out bullet pattern, then shoot one live at P2. P1 then figure out how to either eat all the remaining bullet as blanks or force P2 to shoot the last bullet as a live bullet, which both of them guarantees P1 to move first next round and repeat it all over.

The strategy while is hard but feasible (if you count bullets right) - starves P2 from interacting with the game, and most probably for a long time, making P2 doubt why did they ever sign up for this. If you as P2 are lucky your misery ends in 2 turns even with 5 hearts (two saw shoot and one normal live bullet, which takes a minimum of 2 turns to execute), but most of the time jammer doesn't spawn every round and when that happens P1 simply eat the last blank (or make P2 shoot P1) and reroll, which makes the stall longer. This strategy effectively reduces the game to "who can get to jam/cuff the other guy first" and is just no longer fun.

My proposed solution would be to completely disable spawning of jammer when a round enters 1v1 mode, aka when there is only 2 player left on the table. While it is also possible for P1 to infinitely stall the game by simply eating all blanks, it is no longer possible to deal damage to the opponent without (partially) giving up the first move advantage, hence it is way more likely for P2 to get to actually play the game and have a somewhat balanced gameplay.

And I wonder why I resorted to random lobby when my friend kicked me out of their party.

ashen flax
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hi

grim bluff
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hi

peak cargo