Conquer Club

[GO] Ninja Spoils/Espionage Spoils

Have any bright ideas? Share and discuss them with the community

Moderator: Community Team

Forum rules
Please read the Community Guidelines before posting.

And don't forget to search for previously suggested ideas first!

which do you prefer

player that takes over gets 3 armies on the territory
38
46%
player gets however many number of troops his opponent had in that territory
45
54%
 
Total votes : 83

Re: Ninja Spoils [run off poll]

Postby 00iCon on Tue Jun 08, 2010 11:27 pm

Looks like a clear winner!
Now onto the extra armies disussion. I say 3 red spoils = 0 extra troops
3 green = 2 extra troops
3 blue = 4 extra troops
RGB = 6 extra troops
This is on top of any bonus troops to be deployed, on any territory including Ninja'd territories.
If you hand in on your own territory, you get 3 on that territory, no matter if it was 1 or 100 before.
Anyone with me?
User avatar
Corporal 1st Class 00iCon
 
Posts: 257
Joined: Wed Apr 29, 2009 4:42 am
Location: Sydney NSW

Re: Ninja Spoils [run off poll]

Postby edwinissweet on Tue Jun 08, 2010 11:31 pm

idk. i think its getting way to complicated
Image
User avatar
Lieutenant edwinissweet
 
Posts: 1342
Joined: Thu May 10, 2007 7:59 pm
Location: cozumel

Re: Ninja Spoils [run off poll]

Postby Queen_Herpes on Mon Jun 28, 2010 12:50 pm

How about if they were called "highjack" spoils?
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006

This link is the best way to make new players feel welcome...

http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
User avatar
Lieutenant Queen_Herpes
 
Posts: 1337
Joined: Mon Jun 08, 2009 9:50 pm
Location: Right Here. Look into my eyes.

Re: Ninja Spoils [run off poll]

Postby Army of GOD on Sat Jul 10, 2010 11:41 am

What happened to this suggestion?

I always thought it'd be like Nuclear spoils, but instead of the territs becoming neutral, they became your color (as 1s).
mrswdk is a ho
User avatar
Lieutenant Army of GOD
 
Posts: 7191
Joined: Tue Feb 24, 2009 4:30 pm

Re: Ninja Spoils [run off poll]

Postby edwinissweet on Sun Jul 11, 2010 12:26 am

that was the idea, but it got too complicated and interest died
Image
User avatar
Lieutenant edwinissweet
 
Posts: 1342
Joined: Thu May 10, 2007 7:59 pm
Location: cozumel

Re: Ninja Spoils [run off poll]

Postby Army of GOD on Sun Jul 11, 2010 12:29 am

edwinissweet wrote:that was the idea, but it got too complicated and interest died


Why'd get it get "complicated"? The idea is so basically simple. What's with this poll and other stuff?
mrswdk is a ho
User avatar
Lieutenant Army of GOD
 
Posts: 7191
Joined: Tue Feb 24, 2009 4:30 pm

Re: Ninja Spoils [run off poll]

Postby edwinissweet on Sat Jul 17, 2010 4:34 am

Well, people disagreed on what they wanted out of it. To me the simple idea would be to simply get the territory and the armies on it as your own with no alteration if you own the place. But thats just what i me. Too many people want something different and it never really got past the name.
Image
User avatar
Lieutenant edwinissweet
 
Posts: 1342
Joined: Thu May 10, 2007 7:59 pm
Location: cozumel

Re: Ninja Spoils [run off poll]

Postby 00iCon on Sun Jul 25, 2010 8:33 am

It doesn't bug me too much if it's not the way I saw it. The concept itself is worth implementing.
User avatar
Corporal 1st Class 00iCon
 
Posts: 257
Joined: Wed Apr 29, 2009 4:42 am
Location: Sydney NSW

Revolution Spoils

Postby greenoaks on Sun Apr 15, 2012 9:48 am

Revolution Spoils


Concise description:
  • When a set is cashed the territories on those cards that you don't control revolt

Specifics/Details:
  • Cashing a spoil gives you that territory with whatever troops were on it
    or
  • Cashing a spoil gives you that territory with half of whatever troops were on it, rounded down, minimum of 1

How this will benefit the site and/or other comments:
  • This will alter the way troops are deployed in games. It has similarities with Nuclear in that you are concerned you could lose the troops if an opponent cashes but with this game type the troops don't disappear, they can be used against you.
User avatar
Sergeant greenoaks
 
Posts: 9977
Joined: Mon Nov 12, 2007 12:47 am

Re: Revolution Spoils

Postby IcePack on Sun Apr 15, 2012 10:17 am

Sounds fun :)
Image

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
Colonel IcePack
Multi Hunter
Multi Hunter
 
Posts: 16798
Joined: Wed Aug 04, 2010 6:42 pm
Location: California

Re: Revolution Spoils

Postby jammyjames on Sun Apr 15, 2012 10:55 am

I take it this would apply for only one turn? And this means the region could not be attacked for that turn?
Image
Corporal 1st Class jammyjames
 
Posts: 1394
Joined: Tue May 06, 2008 3:17 am

Re: Revolution Spoils

Postby DoomYoshi on Sun Apr 15, 2012 11:21 am

It does sound fun, but potentially game unbalancing. I will run it through my game group; report back after Thursday.
ā–‘ā–’ā–’ā–“ā–“ā–“ā–’ā–’ā–‘
User avatar
Captain DoomYoshi
 
Posts: 10728
Joined: Tue Nov 16, 2010 9:30 pm
Location: Niu York, Ukraine

Re: Revolution Spoils

Postby chapcrap on Sun Apr 15, 2012 11:23 am

What if you already own the territory?
Lieutenant chapcrap
 
Posts: 9686
Joined: Sun Feb 03, 2008 12:46 am
Location: Kansas City

Re: Revolution Spoils

Postby DoomYoshi on Sun Apr 15, 2012 11:34 am

chapcrap wrote:What if you already own the territory?


No effect, similar to if you didn't in regular.
ā–‘ā–’ā–’ā–“ā–“ā–“ā–’ā–’ā–‘
User avatar
Captain DoomYoshi
 
Posts: 10728
Joined: Tue Nov 16, 2010 9:30 pm
Location: Niu York, Ukraine

Re: Revolution Spoils

Postby nagerous on Sun Apr 15, 2012 11:58 am

greenoaks wrote:Revolution Spoils


Concise description:
  • When a set is cashed the territories on those cards that you don't control revolt

Specifics/Details:
  • Cashing a spoil gives you that territory with whatever troops were on it
    or
  • Cashing a spoil gives you that territory with half of whatever troops were on it, rounded down, minimum of 1

How this will benefit the site and/or other comments:
  • This will alter the way troops are deployed in games. It has similarities with Nuclear in that you are concerned you could lose the troops if an opponent cashes but with this game type the troops don't disappear, they can be used against you.


How would this work on maps with certain WCs, like with the AOR series and the Sanctuary? If you were lucky enough to cash in that card then you would then hold the sanctuary and automatically win the game (providing you maintain it for the next turn). That seems rather game altering and unfair.
Image
User avatar
Captain nagerous
 
Posts: 7513
Joined: Sat Feb 03, 2007 7:39 am

Re: Revolution Spoils

Postby agentcom on Sun Apr 15, 2012 3:09 pm

True that there are some gameplay imbalances caused, but that's what spoils do in general. In escalating games, the whole point of the cards is that they cause "imbalanced" gameplay allowing someone to win. Hell, the whole reason we have dice is to create "imbalanced" gameplay. Your point about AoR is well taken, but since it is such a lartge map, the odds of getting that card are reduced and this would be an uncommon outcome. And it is only a matter of degree different from when you happen to get just the right nuke card (e.g. opponent's base in some maps or maybe the south pole card in antarctica).

I like this idea. It's just another spoils option that would have differing effects on how people play the game.
User avatar
Colonel agentcom
 
Posts: 3991
Joined: Tue Nov 09, 2010 8:50 pm

Takeover Spoils

Postby JeopardyTempest on Wed Dec 19, 2012 3:18 pm

Concise description:
[*]The most chaos causing spoils type yet.

Specific\Details
[*]Up the ante on nuclear spoils and make the game more unpredictable by having it such that spoils don't just remove the armies from a territory, but give you control of it (along with all the armies thereon). Since it would then be your turn, you might really see games flip around suddenly, much more often than the rare times where nuclear is a game changer. It would maximize any strategies in use for nuclear... imagine how great devastating it would be to lure an opponent into moving his a stack to somewhere you held the card for. It'd offer you ways to get back into areas you thought you had lost.
If the idea isn't groundbreaking enough, other twists could help. Perhaps you lose any of your own territories you play. Perhaps when you play a set, it randomly assigns the three territories out to three different colors.
One thing the idea would occasionally do is offer a way for teammates to acquire their partner's territories without wasting armies. Perhaps in such games, you could even acquire 2 cards per turn to accentuate this and further fuel the chaos.
Would also be an interesting 4th option to the great EFN option being suggested (http://www.conquerclub.com/forum/viewtopic.php?f=4&t=182701 ).

How this will benefit the site and/or other comments:
[*]Open up the game board a lot more.


Just a thought. Did a search but didn't find anything similar, but $10 says some of the ideas have been posed before?
Lieutenant JeopardyTempest
 
Posts: 20
Joined: Mon Nov 22, 2010 12:58 am

Re: Takeover Spoils

Postby greenoaks on Wed Dec 19, 2012 4:18 pm

Revolution Spoils

go there and show some love
User avatar
Sergeant greenoaks
 
Posts: 9977
Joined: Mon Nov 12, 2007 12:47 am

Re: Revolution Spoils

Postby macbone on Thu Dec 20, 2012 7:28 am

It sounds fun (and chaotic!)
User avatar
Colonel macbone
 
Posts: 6217
Joined: Wed Jun 03, 2009 7:12 pm
Location: Running from a cliff racer

Re: Revolution Spoils

Postby greenoaks on Thu Dec 20, 2012 7:47 am

macbone wrote:It sounds fun (and chaotic!)

i'm glad you like it.

i felt this setting would compliment Nuclear. you could lose your large stacks with either setting. 1 leaves a gaping hole for the enemy to advance through and with this the troops advancing have just mutinied against you. Mutiny Spoils would also be a good (maybe better) name. or Rebellion Spoils, any thoughts?

whereas Flat & Escalating are more about adding troops to your game.

i feel the tactics required would have similarities to Nuclear because you have to anticipate not having that front defensive line keeping the other player at bay. yet put a totally new spin to where the game could go.
Last edited by greenoaks on Thu Dec 20, 2012 7:51 am, edited 1 time in total.
User avatar
Sergeant greenoaks
 
Posts: 9977
Joined: Mon Nov 12, 2007 12:47 am

Re: Revolution Spoils

Postby macbone on Thu Dec 20, 2012 7:51 am

And it kinda replicates what empires have to worry about, provinces back home growing in unrest and revolting. Like nuclear, it would be dangerous to leave stacks on terts unless you own that tert, making that tert safe from revolution. Cool!
User avatar
Colonel macbone
 
Posts: 6217
Joined: Wed Jun 03, 2009 7:12 pm
Location: Running from a cliff racer

Re: Revolution Spoils

Postby maxfaraday on Thu Dec 20, 2012 8:49 am

I support this suggestion. Could be fun.
From: Karl_R_Kroenen
To: maxfaraday

I have noted this post and if it continues, there will be consequences for you.
Sergeant 1st Class maxfaraday
 
Posts: 272
Joined: Thu Nov 04, 2010 2:48 am

Re: Revolution Spoils

Postby koontz1973 on Thu Dec 20, 2012 10:07 am

I can see some fun things with this. If you cash and their is only a one, you can still deploy on it, if not, you get to see territs in a fog game. Grabbing a stack would be fun. Small games with lots of players, cards can be handed out twice so stacks on cards owned will not be safe. Like escalating which compliments flat rate, this compliments nukes.
Image
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Revolution Spoils

Postby chapcrap on Thu Dec 20, 2012 2:48 pm

MERGED 'Takeover Spoils' with this thread. Same suggestion.
Lieutenant chapcrap
 
Posts: 9686
Joined: Sun Feb 03, 2008 12:46 am
Location: Kansas City

espionage spoils

Postby plurple on Fri Sep 13, 2013 9:47 am

Concise description:
a set of spoils that when cashed you take over any troops on the territories cashed.

Specifics/Details:
when you cash a set of either 3 red, 3 green, 3 blue or multi-coloured spoils for each of the territories that you have just cashed you would take over any troops that were on it beforehand be they an opponents or neutral. they would subsequently become yours to control and wreck havoc with.

How this will benefit the site and/or other comments:
it would benefit the site as it would give another new and interesting way to play the game and might help stop stale mates as people would be les inclined to stack in one place unless they owned that spoil.
plurple is not purple 8-[ 8-[ 8-[ 8-[ 8-[
User avatar
Lieutenant plurple
Chatter
Chatter
 
Posts: 2000
Joined: Thu May 15, 2008 3:29 pm
432

PreviousNext

Return to Suggestions

Who is online

Users browsing this forum: No registered users