Allow for a custom number of chained reinforcement movements

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Allow for a custom number of chained reinforcement movements

Postby markus Oralius on Sat Oct 15, 2011 2:11 pm

I love the new custom round limits, lets bring the same thing to reinforcement counts!
I would love to have the option to set the number of chained and adjascent reinforcement movements to 2, 3, 5, 7, or 10 per turn.
Unlimitted reinforcements give the starting player too much of an advantage, and chained reinforcements slow the game down too much (especially 1 on 1's on large maps).
It would add a great new strategic dynamic, and make certain weak maps fun to play.
Last edited by markus Oralius on Sun Oct 16, 2011 7:36 pm, edited 2 times in total.
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Re: Allow custom reinforcement movement counts

Postby chapcrap on Sat Oct 15, 2011 3:35 pm

I like this.

Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.
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Re: Allow custom reinforcement movement counts

Postby TheForgivenOne on Sat Oct 15, 2011 3:36 pm

chapcrap wrote:I like this.

Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.


So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"
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Re: Allow custom reinforcement movement counts

Postby chapcrap on Sat Oct 15, 2011 3:40 pm

TheForgivenOne wrote:
chapcrap wrote:I like this.

Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.


So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"

No, I mean that you can move them to one space from where they started.

On Classic, if you have 3 on each of the Oceania terts, you could move 2 from Perth to Jakarta and 2 from Port Moresby to Jakarta, but the 2 on Sydney could only be moved to either Perth or Port Moresby. Or split between the two, but those 2 troops could not move more than 1 space away from Sydney.
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Re: Allow custom reinforcement movement counts

Postby TheForgivenOne on Sat Oct 15, 2011 3:44 pm

chapcrap wrote:
TheForgivenOne wrote:
chapcrap wrote:I like this.

Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.


So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"

No, I mean that you can move them to one space from where they started.

On Classic, if you have 3 on each of the Oceania terts, you could move 2 from Perth to Jakarta and 2 from Port Moresby to Jakarta, but the 2 on Sydney could only be moved to either Perth or Port Moresby. Or split between the two, but those 2 troops could not move more than 1 space away from Sydney.


I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.
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Re: Allow custom reinforcement movement counts

Postby chapcrap on Sat Oct 15, 2011 3:49 pm

TheForgivenOne wrote:
chapcrap wrote:
TheForgivenOne wrote:
chapcrap wrote:I like this.

Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.


So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"

No, I mean that you can move them to one space from where they started.

On Classic, if you have 3 on each of the Oceania terts, you could move 2 from Perth to Jakarta and 2 from Port Moresby to Jakarta, but the 2 on Sydney could only be moved to either Perth or Port Moresby. Or split between the two, but those 2 troops could not move more than 1 space away from Sydney.


I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.

This may be something that's difficult to program. I have played this way in real life and enjoy it, but I don't know how easy the mechanics of it are. Basically, you can think of it like this: at the end of each turn, wherever each troop is located is its home territory. When reinforcing, you can move troops all over, but troops can only move one space away from their home territory.

Another example. If A borders B and B borders C and C borders D, you A has 3 troops and the others all have 1, you could move 2 from A to B. Then you could move the one that was on B to C. Then you could move the one that was on C to D. Ending with 1 on A and C and 2 on B and D.

Maybe it's just a real like thing more than online. It might be difficult.
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Re: Allow custom reinforcement movement counts

Postby chapcrap on Sat Oct 15, 2011 3:50 pm

Actually, now that I think about it, it should be able to be programmed, because I got the idea from doing it on a computer Risk game made by Hasbro.
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Re: Allow custom reinforcement movement counts

Postby markus Oralius on Sat Oct 15, 2011 4:17 pm

Custom adjascent reinforcements would be great, but custom chained reinforcements is probably more useful if its easier to program. (Option to set 3, 5, or 7 chained reiforcements?)
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Re: Allow custom reinforcement movement counts

Postby dwilhelmi on Sat Oct 15, 2011 11:39 pm

TheForgivenOne wrote:
chapcrap wrote:
TheForgivenOne wrote:
chapcrap wrote:I like this.

Has unlimited adjacent been suggested before? You can move as much as you want, but only adjacently.


So this could become unlimited... but just takes longer? "Reinforces to X, Reinforces to Y, Reinforces to Z (My stack)"

No, I mean that you can move them to one space from where they started.

On Classic, if you have 3 on each of the Oceania terts, you could move 2 from Perth to Jakarta and 2 from Port Moresby to Jakarta, but the 2 on Sydney could only be moved to either Perth or Port Moresby. Or split between the two, but those 2 troops could not move more than 1 space away from Sydney.


I'm really not sure how that could be coded. Say you are in Africa on Classic, You start with 3 on Johannesburg, 3 on Cape Town, and 3 on Lagos. You reinforce the 2 from Johan to Cape Town. Now you wanted to move those 2 that were originally on Cape Town to Lagos. How will the game engine know that you can only reinforce 2 out of there? Because technically you hadn't reinforced out of Cape Town yet.


It actually wouldn't be hard to program at all. Have one array that holds all of the army values for each of the continents. Have a second array that holds all of the new army values for after reinforcement is finished. When an adjacent fort is made, reduce the army values in the first array and second array, but only increment the target continent in the second array. The second array is what gets displayed, while the first array is used for determining how many troops remain available for forting. When the player says they are done with reinforcements, save off the values in the second array.
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Re: Allow for a custom number of chained reinforcement movem

Postby TheMoge on Sun Oct 16, 2011 7:50 pm

I really like this idea (the idea of having an option to set a custom number of reinforcement movements), it's an option that - like the new round limit option that was recently introduced - would be something that could only enhance the CC experience. I would certainly enjoy occasionally playing with this option, but those who wouldn't want to would by no means be forced to.
The unlimited adjacent reinforcements idea is also a good idea.
In fact both of these ideas would be quite easy to program I'm sure, why has CC not already introduced options like these?
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Re: Allow custom reinforcement movement counts

Postby s3xt0y on Mon Oct 17, 2011 9:36 am

dwilhelmi wrote:It actually wouldn't be hard to program at all. Have one array that holds all of the army values for each of the continents. Have a second array that holds all of the new army values for after reinforcement is finished. When an adjacent fort is made, reduce the army values in the first array and second array, but only increment the target continent in the second array. The second array is what gets displayed, while the first array is used for determining how many troops remain available for forting. When the player says they are done with reinforcements, save off the values in the second array.

Easier than that. Just have the values stored at the beginning of reinforcement and only allow forts of that number, that way you would be allowed to fort back if you made a mistake. Since it is unlimited.
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Re: Allow for a custom number of chained reinforcement movem

Postby Culs De Sac on Mon Oct 17, 2011 2:39 pm

I see one downside to such implementation.. if you have a chain of territories connected.. wouldn't it be possible to move troops from the back of the chain to the front of the chain.. the fort just has to be made from adj to adj until they reach where you want them :?:
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Re: Allow for a custom number of chained reinforcement movem

Postby chapcrap on Mon Oct 17, 2011 6:42 pm

Culs De Sac wrote:I see one downside to such implementation.. if you have a chain of territories connected.. wouldn't it be possible to move troops from the back of the chain to the front of the chain.. the fort just has to be made from adj to adj until they reach where you want them :?:

I have responded to this.
chapcrap wrote:I have played this way in real life and enjoy it, but I don't know how easy the mechanics of it are. Basically, you can think of it like this: at the end of each turn, wherever each troop is located is its home territory. When reinforcing, you can move troops all over, but troops can only move one space away from their home territory.

Another example. If A borders B and B borders C and C borders D, you A has 3 troops and the others all have 1, you could move 2 from A to B. Then you could move the one that was on B to C. Then you could move the one that was on C to D. Ending with 1 on A and C and 2 on B and D.

Maybe it's just a real like thing more than online. It might be difficult.

Basically, you assign each troop a home territory and they can only move one space away from there.
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Re: Allow for a custom number of chained reinforcement movem

Postby MrBoom on Wed Feb 29, 2012 12:28 pm

This is how we play Risk at home. It's excellent fun.
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Re: Allow for a custom number of chained reinforcement movem

Postby Criticalwinner on Fri Mar 02, 2012 2:06 pm

It's a great idea, and it's easy enough to code. There would definitly be a few bugs in the beginning, but it would be good.
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