
Moderator: Cartographers
chipv wrote:Suggestion Idea: Dice Bonus
Description:
Add a <dice> tag to XML with a single number (positive or negative) for adjusting dice rolls.
Can also have 2 attributes(or separate tags) for separate adjustments of attack / defence rolls.
[/code]
<territory>
<name>Birds</name>
...
<dice type="Attack" to="Freshly Washed Car">1</dice>
<dice type="Defence" to="Shotgun">2</dice>
</territory>
Army of GOD wrote:Suggestion Idea: Random Bonus
Description: There are maps that have continents and territories that give out assured gains and losses. A random one will add more pizazzto every war. The mapmaker can make it so that a certain continent can gain/lose a bonus of -1 to 3 units or 0-5 or whatever s(he) feels like, instead of forcing "you will definitely receive x many if you hold this, no ifs ands or buts" (BORING!)
Why It Should Be Considered: Complete reinforcements in real war are never assured and things such as war-time disease and "accidents" exist all the time. Adding this feature and allowing us to use it will give map-makers another key tool when drawing and planning out maps.
the.killing.44 wrote:I personally won't play any map with a dice adjustment. Terrible idea that ruins the integrity of R*sk.
captainwalrus wrote:the.killing.44 wrote:I personally won't play any map with a dice adjustment. Terrible idea that ruins the integrity of R*sk.
Seconded!
ender516 wrote:Suggestion Idea: Continental Reinforcements
Description: The <reinforcements/> tag would be made available within the <continent/> tag, thus simplifying the XML when a bonus structure like "Hold 4 for +2, 6 for +3, 8 for +4" is desired. The game log could state "ender516 received 3 troops for holding 7 regions in Blue Nitrogens".
Why It Should Be Considered: Some maps have enormous XML files in order to simulate this via multiple continents with bonuses and overrides and whatnot. Smaller, more understandable XML files are certainly to be desired: easier to create, easier to update and maintain.
captainwalrus wrote:the.killing.44 wrote:I personally won't play any map with a dice adjustment. Terrible idea that ruins the integrity of R*sk.
Seconded!
<territory>
<name>Tanks</name>
<border>Weak Soldiers</border>
<dicemodifiers>
<dx>d3
<lowerbound>4
</dicemodifiers>
<territory>
<name>Weak Soldiers</name>
<border>Tanks</border>
<dicemodifiers>
<dx>d6
<lowerbound>1
</dicemodifiers>
max is gr8 wrote:I like yours best WidowMakers
Though I'd suggest a base figure still.
E.g. Tanks have a fairly consistant power level but soldiers vary a lot more so it could be:
So in the above example the tank can be 4-6.
Soldiers can be 1-6.
So how about this?Evil DIMwit wrote:Another option is to let certain territories have extra dice offensively and/or defensively. You still match the highest two dice on each side, but the player with the advantage has more chances.
WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.
WidowMakers wrote:Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.
actually with 3 attack dice and 5 defense dice, the attacker could lose 1,2 or three and the defender could lose 1,2 or 3 as well.
Evil DIMwit wrote:WidowMakers wrote:Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.
actually with 3 attack dice and 5 defense dice, the attacker could lose 1,2 or three and the defender could lose 1,2 or 3 as well.
My suggestion would be that you still only take the top two dice, rather than as many matches as possible. I think that would be simpler.
ender516 wrote:Evil DIMwit wrote:WidowMakers wrote:Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.
actually with 3 attack dice and 5 defense dice, the attacker could lose 1,2 or three and the defender could lose 1,2 or 3 as well.
My suggestion would be that you still only take the top two dice, rather than as many matches as possible. I think that would be simpler.
If there are still only two troops in jeopardy, then extra dice shift the odds, but do not offer the opportunity for qualitatively different game play the way that dice bonuses can.
Evil DIMwit wrote:ender516 wrote:Evil DIMwit wrote:My suggestion would be that you still only take the top two dice, rather than as many matches as possible. I think that would be simpler.
If there are still only two troops in jeopardy, then extra dice shift the odds, but do not offer the opportunity for qualitatively different game play the way that dice bonuses can.
I thought that was the aim... well, it's one or the other then.
<territory>
<name>Desert Wasteland</name>
<border>Lush Oasis</border>
<border>Seaside Town</border>
<decaytype=reinforce>1</decay>
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