Conquer Club

Allow for a custom number of chained reinforcement movements

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!

Re: Allow for a custom number of chained reinforcement movem

Postby ComposerNate on Tue Apr 10, 2012 8:14 pm

I would def. play with "unlimited adjacent". Maybe the interface could look something like this:

Imagine I have all of Oceania on the classic map. 5 on Jakarta, 3 each on Port Moresby and Perth, 2 on Sydney.
The action panel displays the following:
Reinforce [menu] troops from Jakarta to [menu]
Reinforce [menu] troops from Perth to [menu]
Reinforce [menu] troops from Port Moresby to [menu]
Reinforce [menu] troops from Sydney to [menu]
[Go!]

The first menu includes numbers (0-4, 0-2, 0-2, 0-1 in this example) and the second menu contains territory names (for Jakarta it contains only Perth and Port Moresby, etc.). The button at the bottom says "Go" or "Reinforce" or something like that. You don't click it until you have all the menus adjusted. This should eliminate the possibility of doing a bunch of adjacent reinforcements to become the equivalent of one chained.

If we want to be able to reinforce different troops from one territory to other adjacent territories, then we would add a "split" button:

Reinforce [menu] troops from Jakarta to [menu] [split]
Reinforce [menu] troops from Perth to [menu] [split]
Reinforce [menu] troops from Port Moresby to [menu] [split]
Reinforce [menu] troops from Sydney to [menu]
[Go!]

If you click on split next to Jakarta, it would open up something like this:
Reinforce [menu] troops from Jakarta to Perth
Reinforce [menu] troops from Jakarta to Port Moresby

So that I could do 2 and 2 or 1 and 3. Note that there's no split by Sydney because in the example, I have 2 on Sydney so I can only reinforce one of them. There would also be no split button for a territory where I only had one adjacent territory. Like if I didn't have Perht, but had the other 3, no splits would be possible.

Sorry this is so lengthy, but I think it should be clear.
User avatar
Captain ComposerNate
 
Posts: 33
Joined: Fri Apr 16, 2010 11:43 am
Location: Connecticut, USA
Medals: 10
Standard Achievement (2) Doubles Achievement (1) Manual Troops Achievement (1) Fog of War Achievement (1) Trench Warfare Achievement (1)
Cross-Map Achievement (1) Ratings Achievement (3)

Re: Allow for a custom number of chained reinforcement movem

Postby ComposerNate on Tue Apr 10, 2012 8:18 pm

FWIW, I also like the original idea of this thread, which is to have different numbers of chained or adjacent reinforcements without going to full-blown unlimited. Major Command allows 1, 3, and unlimited, and the "3" option is a nice middle ground setting. Combine it with chained and adjacent, and you get 6 possible reinforcement options. If we use more than just 1 and 3, we get even more. Just different ways to have to strategize, makes it interesting.
User avatar
Captain ComposerNate
 
Posts: 33
Joined: Fri Apr 16, 2010 11:43 am
Location: Connecticut, USA
Medals: 10
Standard Achievement (2) Doubles Achievement (1) Manual Troops Achievement (1) Fog of War Achievement (1) Trench Warfare Achievement (1)
Cross-Map Achievement (1) Ratings Achievement (3)

Re: Allow custom reinforcement movement counts

Postby agentcom on Wed Apr 11, 2012 12:25 am

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


Haha, I thought this was sarcasm when I first read it. For the same reasons as TFO.

TheForgivenOne wrote:
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.


Well, it seems this particular problem is solvable.
User avatar
Colonel agentcom
 
Posts: 4106
Joined: Tue Nov 09, 2010 8:50 pm
Medals: 99
Standard Achievement (4) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (2) Nuclear Spoils Achievement (2)
Fog of War Achievement (4) Trench Warfare Achievement (2) Speed Achievement (3) Teammate Achievement (2) Random Map Achievement (3)
Cross-Map Achievement (4) Beta Map Achievement (1) Battle Royale Achievement (1) Bot Achievement (1) Ratings Achievement (3)
Tournament Achievement (25) General Achievement (11) Clan Achievement (12) Challenge Achievement (1) General Contribution (2)

Re: Allow custom reinforcement movement counts

Postby chapcrap on Wed Apr 11, 2012 3:56 pm

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


Haha, I thought this was sarcasm when I first read it. For the same reasons as TFO.

TheForgivenOne wrote:
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.


Well, it seems this particular problem is solvable.

That's right, it can be coded. BOOM goes the dynamite! Bring it on!
Image
User avatar
Captain chapcrap
 
Posts: 9600
Joined: Sun Feb 03, 2008 12:46 am
Location: Kansas City
Medals: 170
Standard Achievement (4) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (4) Terminator Achievement (3)
Assassin Achievement (3) Manual Troops Achievement (3) Freestyle Achievement (3) Polymorphic Achievement (1) Nuclear Spoils Achievement (3)
Fog of War Achievement (4) Trench Warfare Achievement (3) Speed Achievement (3) Teammate Achievement (2) Random Map Achievement (3)
Cross-Map Achievement (4) Beta Map Achievement (1) Battle Royale Achievement (1) Ratings Achievement (4) Tournament Achievement (31)
General Achievement (16) Clan Achievement (18) Training Achievement (6) Challenge Achievement (1) Tournament Contribution (34)
General Contribution (8)

Re: Allow for a custom number of chained reinforcement movem

Postby DoomYoshi on Wed Apr 11, 2012 7:33 pm

Yea, reinforcements should be split into 2 options:
reinforcements per turn (1,3, unlimited is the classic example)
reinforcement length (1, 2, chained, anywhere i recall seeing on another risk-site)
My opponent is working with Monsanto cronies, Rupert Murdoch yes-men and corrupt labor unions.
User avatar
Sergeant 1st Class DoomYoshi
 
Posts: 5777
Joined: Tue Nov 16, 2010 9:30 pm
Location: Termina Field
Medals: 73
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (2) Nuclear Spoils Achievement (2) Fog of War Achievement (3)
Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (2) Cross-Map Achievement (3)
Beta Map Achievement (1) Ratings Achievement (4) Tournament Achievement (2) General Achievement (8) Clan Achievement (16)
Tournament Contribution (6) General Contribution (5)

Re: Allow for a custom number of chained reinforcement movem

Postby Jippd on Sat Apr 14, 2012 1:51 am

Devils advocate...the computer may be able to know via programming but how will the player know?

A has five troops
B has 3 troops
C has 1 troops.

A touches B
B touches C
A does not touch C

A forts 4 to B with this unlimited fort option then B becomes a 7 stack.

B wants to fort to C now but how many can be forted and how many have to stay?

If player clicks region B how will it be differentiated between what troops can go where?

In this one situation it may be easier to figure out but think of a bigger map and where you have done a lot of forting and stack sizes are bigger and more numerous.

Not only that but consider forting some to one spot here or there but then wanting to remix the original fort.

You may end up with a territory that had forts made to it from all surrounding territories. Now say you want to fort those back where they came from...how do you distinguish what troop came from where? If I select the region it selects the whole stack. But the problem is now there are troops that can get forted only back to certain spots...how is the player to know what goes where and how will the user select and differentiate between the different troop groups to select which ones to move.

I can see a trial and error process maybe working, but it will be user end confusing IMO.

I hope what I'm trying to say is getting across I can't think of how to word the explanation of the problem that I forsee with this.

None the less it's a digression from the original subject anyway which is a max fort limit. That wouldn't work though unless it was anything but unlimited forts. I could see it being a nice feature in chained/adjacent but low priority overall
User avatar
Colonel Jippd
 
Posts: 1384
Joined: Sun Aug 03, 2008 9:05 pm
Medals: 106
Standard Achievement (4) Doubles Achievement (3) Triples Achievement (3) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (3) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (3)
Fog of War Achievement (4) Trench Warfare Achievement (3) Speed Achievement (4) Teammate Achievement (2) Random Map Achievement (3)
Cross-Map Achievement (4) Beta Map Achievement (1) Bot Achievement (1) Ratings Achievement (4) Tournament Achievement (15)
General Achievement (6) Clan Achievement (21) Challenge Achievement (1) Tournament Contribution (11)

Re: Allow for a custom number of chained reinforcement movem

Postby trekwest on Mon Jan 28, 2013 4:10 pm

All for this...(thread bump)

I think increasing the number of chained or adjacent reinforcements would be an outstanding variation - and easy to code (?)

(With adjacent, it could feasibly then become a type of chained as you could string your adjacents together with one group ... a "blitzkrieg", as it were. Or scatter your adjacent moves among your stacks.)

Not get crazy with it - max 3 fort moves.

Legitimate if think of this in a realistic way. Why couldn't armies in various areas make simultaneous advances/retreats.

Adds another level of movement between the adjacent/chained(1 time moves) and unlimited fortifications.
User avatar
Colonel trekwest
 
Posts: 14
Joined: Tue May 15, 2007 4:07 pm
Location: Calgary, Canada
Medals: 11
Standard Achievement (3) Manual Troops Achievement (2) Freestyle Achievement (2) Fog of War Achievement (1) Cross-Map Achievement (2)
Ratings Achievement (1)

More Reinforcement Options

Postby Flavordice on Fri Mar 01, 2013 3:28 pm

I'm new here, so maybe this has been brought up before. If so, I apologize profusely.

But I've been playing a lot of larger maps with some friends (and enemies) and I've kinda been wishing that there were some more reinforcement options. Currently there are just 3 (Adjacent, Chained, and Unlimited). I wish that instead of "Unlimited" there was a toggle of some sort that would let the game creator choose the number of troop moves per turn. On big maps, one move a turn is just not enough, but "Unlimited" completely changes the nature of the game. Depending on the size of the map, I would have liked the option of 2 or 3.

Another possible alternative would be to have an "Unlimited Adjacent" option. Since, the unlimited option that currently exists is really just Unlimited Chained. With unlimited adjacent reinforcements at the end of your turn, you could make your isolated background troops mobile, but not rush the front and throw off the strategy of the game. Unlimited Adjacent movements would be perfect in a trenches game too, since it would keep with the movement restricted play style.

these are just my thoughts. Have these options been considered before? If so, is there a reason I'm not noticing, either gameplay wise or programming wise that would hinder what I believe would be a simple addition that would give a lot more options to the game.
User avatar
Captain Flavordice
 
Posts: 6
Joined: Wed Feb 06, 2013 2:16 pm
Medals: 5
Standard Achievement (1) Doubles Achievement (1) Fog of War Achievement (1) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: More Reinforcement Options

Postby chapcrap on Sat Mar 02, 2013 3:41 pm

Here is a thread for unlimited adjacent: viewtopic.php?f=535&t=61323

Here is a thread for a custom number of chained reinforcements: viewtopic.php?f=4&t=155485

There are other threads as well, such as paratroop reinforcements: viewtopic.php?f=535&t=128729

And this one to improve adjacent reinforcements: viewtopic.php?f=4&t=181657



Who it be ok with you to pick one of those threads to merge your thread with?
Image
User avatar
Captain chapcrap
 
Posts: 9600
Joined: Sun Feb 03, 2008 12:46 am
Location: Kansas City
Medals: 170
Standard Achievement (4) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (4) Terminator Achievement (3)
Assassin Achievement (3) Manual Troops Achievement (3) Freestyle Achievement (3) Polymorphic Achievement (1) Nuclear Spoils Achievement (3)
Fog of War Achievement (4) Trench Warfare Achievement (3) Speed Achievement (3) Teammate Achievement (2) Random Map Achievement (3)
Cross-Map Achievement (4) Beta Map Achievement (1) Battle Royale Achievement (1) Ratings Achievement (4) Tournament Achievement (31)
General Achievement (16) Clan Achievement (18) Training Achievement (6) Challenge Achievement (1) Tournament Contribution (34)
General Contribution (8)

Re: Allow for a custom number of chained reinforcement movem

Postby Col. Wm. Colvill on Sun Mar 03, 2013 7:08 pm

I love the idea of having multiple reinforcements without going all the way to unlimited!

Adding a Chained-3 and/or a Chained-5 option seems like it would be a relatively simple programming change that could be implemented pretty quickly.

I understand the issues/concerns/confusion surrounding adding a multiple-move option to adjacent, and I think those things warrant further discussion, but I don't think those discussions should hold up the addition of some multiple Chained options.
User avatar
Corporal 1st Class Col. Wm. Colvill
 
Posts: 4
Joined: Mon Feb 20, 2012 3:11 pm
Location: Minnesota
Medals: 11
Standard Achievement (1) Triples Achievement (2) Quadruples Achievement (1) Manual Troops Achievement (1) Nuclear Spoils Achievement (1)
Fog of War Achievement (2) Trench Warfare Achievement (1) Cross-Map Achievement (1) Tournament Achievement (1)

Re: More Reinforcement Options

Postby Flavordice on Tue Mar 05, 2013 1:58 am

I realize now that Unlimited Adjacent reinforcements would be hard to code. I don't see any issues with the Custom Number of Chained Reinforcements though.

I'll take my suggestion to that thread.

Thanks.
User avatar
Captain Flavordice
 
Posts: 6
Joined: Wed Feb 06, 2013 2:16 pm
Medals: 5
Standard Achievement (1) Doubles Achievement (1) Fog of War Achievement (1) Trench Warfare Achievement (1) Ratings Achievement (1)

Increasing the customization of end of turn fortifications

Postby Cosmical on Mon Aug 18, 2014 11:27 am

Concise description:
  • Currently, there is one way to customize end of turn reinforcing. I suggest that, instead, a second line be added to the game making list that customizes the number of times you can do reinforcing at the end of your turn. The first line would contain adjacent, chained, parachute, and none. The second line would contain an entry spot for number of times you can do that type of reinforcing including unlimited.

Specifics/Details:
  • In short, there should be a category that determines the type of reinforcing(adjacent, chained, parachute, or none), and a category that determines number of times that you can reinforce(1,2,3,...10,...unlimited)
  • Currently, the only way to make a game that grants more than one reinforcement action is to play unlimited, and that limits us to only playing in a chained manner. I realize that playing an unlimited parachute game is slightly ridiculous, but I have a feeling other people will feel that way too and it will not be a game type that anyone will set up. However, I have an interest in playing a game in which I could have 2 parachute reinforcements at the end of my turn.
  • Adjacent seems to me to be a very unpopular type of reinforcing. I think that adjacent could be a much more popular type if we were allowed to increase the number of actions. Being able to reinforce 4 adjacent times keeps the manner of reinforcing fairly restrictive as the type adjacent should do while opening it up to being more useful if desired.
  • Chained style reinforcing would be improved as well by this change. At the moment, we have a choice between one chained reinforcement and unlimited chained. What about all the numbers in between 1 and infinity?

How this will benefit the site and/or other comments:
  • I feel that this small change will make end of turn reinforcing much more specific to maps. A lot of maps are pretty large and require more than one reinforcement action at the end of your turn. Unlimited makes armies far too fluid however, and drastically changes the game. Allowing more specific customization of number of actions will drastically improve gameplay.
Last edited by Cosmical on Tue Oct 14, 2014 11:26 am, edited 1 time in total.
User avatar
Corporal Cosmical
 
Posts: 11
Joined: Fri Apr 18, 2014 8:51 pm
Medals: 4
Standard Achievement (2) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Increasing the customization of end of turn reinforcing

Postby ForWorldPeace on Mon Aug 18, 2014 11:33 am

+1
This is a good idea.
Corporal ForWorldPeace
 
Posts: 1
Joined: Tue May 06, 2014 1:03 pm

Re: Increasing the customization of end of turn reinforcing

Postby Cosmical on Tue Sep 02, 2014 2:51 pm

Bump. Nothing? No one has anything to say??
User avatar
Corporal Cosmical
 
Posts: 11
Joined: Fri Apr 18, 2014 8:51 pm
Medals: 4
Standard Achievement (2) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Increasing the customization of end of turn reinforcing

Postby owenshooter on Tue Sep 02, 2014 3:02 pm

Cosmical wrote:

Cosmical wrote:Bump. Nothing? No one has anything to say??

probably not, because it is a horrible idea... kind of takes away a lot of the strategy/gameplay that goes into these settings... multiple adjacent/chained settings? how about just learning how to deploy, move your troops popular and not over attack? i play chained and rarely move troops at the end of a turn, because i think through my moves... oh, i forgot, most people use add/ons and such and don't really get the nuances of this game anymore on this site... maybe you should just suggest making an add/on that tells you how to move your troops at the end of your turn for the best possible results/outcome... *eyes rolling*... sorry, just a bad idea... let's add more bells and whistles onto a site that already has TOO MANY...-el Jesus negro
Image
DoomYoshi, "GD has no traffic because of venereal diseases like you."
User avatar
Sergeant 1st Class owenshooter
 
Posts: 10578
Joined: Wed Mar 07, 2007 6:01 pm
Location: Deep in the Heart of Tx
Medals: 30
Standard Achievement (1) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (2) Polymorphic Achievement (2)
Fog of War Achievement (2) Speed Achievement (1) Teammate Achievement (1) Random Map Achievement (2) Cross-Map Achievement (3)
Ratings Achievement (3) Tournament Achievement (1) General Achievement (3) Clan Achievement (2)

Re: Increasing the customization of end of turn reinforcing

Postby Cosmical on Tue Sep 02, 2014 3:09 pm

Holy Moly dude. That attitude is why discussing things on the internet is so difficult. All of what you said could have been said much more nicely.

"kind of takes away a lot of the strategy/gameplay that goes into these settings"

It takes absolutely nothing away. It gives more options. If you don't like the options, here's a novel idea: don't play games with those settings! Increasing customization and choice is hardly ever a bad thing....

As for questioning my ability to plan accordingly, back the hell off. I am actually quite good at that.
User avatar
Corporal Cosmical
 
Posts: 11
Joined: Fri Apr 18, 2014 8:51 pm
Medals: 4
Standard Achievement (2) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Increasing horrible game play options on CC

Postby owenshooter on Tue Sep 02, 2014 3:21 pm

Cosmical wrote:It takes absolutely nothing away. It gives more options. If you don't like the options, here's a novel idea: don't play games with those settings! Increasing customization and choice is hardly ever a bad thing....

funny statement... most people around here think that the increase in options and gameplay have diluted the site and caused the membership to plummet from over 20K to under 10K this summer (9,740)... increasing the game options at this point in time does not seem at all wise for CC to do... aside from that, your idea is just a bad one at that...-el Jesus negro


Cosmical wrote:
Image
DoomYoshi, "GD has no traffic because of venereal diseases like you."
User avatar
Sergeant 1st Class owenshooter
 
Posts: 10578
Joined: Wed Mar 07, 2007 6:01 pm
Location: Deep in the Heart of Tx
Medals: 30
Standard Achievement (1) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (2) Polymorphic Achievement (2)
Fog of War Achievement (2) Speed Achievement (1) Teammate Achievement (1) Random Map Achievement (2) Cross-Map Achievement (3)
Ratings Achievement (3) Tournament Achievement (1) General Achievement (3) Clan Achievement (2)

Re: Increasing the customization of end of turn reinforcing

Postby Cosmical on Tue Sep 02, 2014 4:01 pm

Thank you for your civility.

I would be very surprised if increasing the options is actually the reason less people are members. Allowing more different gametypes does not eliminate the games that people used to like. I of course could not say what has decreased the membership of the site, you may be correct.

The main reason I want multiple reinforcements and NOT unlimited reinforcements, is maps like Feudal Epic and other maps with Autodeploy. I would like to make two reinforcements at the end of those turns so that I can more effectively move my troops to the front lines. Allowing for unlimited reinforcements completely eliminates the need to plan ahead and deploy smartly, which I agree with you should absolutely be an important part of a game. Unlimited reinforcing is for dummies.
User avatar
Corporal Cosmical
 
Posts: 11
Joined: Fri Apr 18, 2014 8:51 pm
Medals: 4
Standard Achievement (2) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Blah, Blah, Blah...

Postby owenshooter on Tue Sep 02, 2014 4:33 pm

i stand corrected.. at the 2:55 mark, they go over all the different types of fortifications possible... parachute, zombie, double adjacent, triple chained, zombie chutes, etc..



you are right... my bad... this wouldn't dilute the number of games like other changes have... this suggestion would make the site closer to RISK...-el Jesus negro
Image
DoomYoshi, "GD has no traffic because of venereal diseases like you."
User avatar
Sergeant 1st Class owenshooter
 
Posts: 10578
Joined: Wed Mar 07, 2007 6:01 pm
Location: Deep in the Heart of Tx
Medals: 30
Standard Achievement (1) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (2) Polymorphic Achievement (2)
Fog of War Achievement (2) Speed Achievement (1) Teammate Achievement (1) Random Map Achievement (2) Cross-Map Achievement (3)
Ratings Achievement (3) Tournament Achievement (1) General Achievement (3) Clan Achievement (2)

Re: Increasing the customization of end of turn reinforcing

Postby Dukasaur on Tue Sep 02, 2014 4:49 pm

It is an excellent idea. It's annoying that there is currently no middle ground between the extremes of Unlimited and the various single-fort option. Having something like a "fort 3X" option would create the possibility of some intermediate options.
All that is gold does not glitter
Not all those who wander are lost
The old that is strong does not wither
Deep roots are not reached by the frost
User avatar
Lieutenant Dukasaur
Community Coordinator
Community Coordinator
 
Posts: 13820
Joined: Sat Nov 20, 2010 4:49 pm
Location: Beautiful Niagara
Medals: 152
Standard Achievement (4) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (3)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (2)
Fog of War Achievement (4) Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (3)
Cross-Map Achievement (4) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (4) Tournament Achievement (23)
General Achievement (17) Clan Achievement (11) Training Achievement (2) Challenge Achievement (10) Tournament Contribution (31)
General Contribution (12)

Re: Increasing the customization of end of turn reinforcing

Postby DoomYoshi on Tue Sep 02, 2014 5:24 pm

Some other website started by CC members has had this since day 1.
My opponent is working with Monsanto cronies, Rupert Murdoch yes-men and corrupt labor unions.
User avatar
Sergeant 1st Class DoomYoshi
 
Posts: 5777
Joined: Tue Nov 16, 2010 9:30 pm
Location: Termina Field
Medals: 73
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (2) Nuclear Spoils Achievement (2) Fog of War Achievement (3)
Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (2) Cross-Map Achievement (3)
Beta Map Achievement (1) Ratings Achievement (4) Tournament Achievement (2) General Achievement (8) Clan Achievement (16)
Tournament Contribution (6) General Contribution (5)

Re: Increasing the customization of end of turn reinforcing

Postby owenshooter on Tue Sep 02, 2014 6:38 pm

Dukasaur wrote:It is an excellent idea. It's annoying that there is currently no middle ground between the extremes of Unlimited and the various single-fort option. Having something like a "fort 3X" option would create the possibility of some intermediate options.

you seem to have this mindset to keep adding and adding and adding... i don't see how you can't see that this waters down the true RISK aspect of the site and continues to lead to people just leaving... i don't think options like this are worth implementing and most of the new forts that have been seem to have helped lead people away in droves... hey, team CC knows best... let's keep watering down the RISK on the site, it might make RISK fanatics return in the numbers we once had (over 20K)... kind of funny how we had 22K members when we had fewer options and the game was closer to RISK... the more we add, the more we water down, the further we get from RISK, the fewer people remain... just a bad idea in my opinion...-eJn
Image
DoomYoshi, "GD has no traffic because of venereal diseases like you."
User avatar
Sergeant 1st Class owenshooter
 
Posts: 10578
Joined: Wed Mar 07, 2007 6:01 pm
Location: Deep in the Heart of Tx
Medals: 30
Standard Achievement (1) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (2) Polymorphic Achievement (2)
Fog of War Achievement (2) Speed Achievement (1) Teammate Achievement (1) Random Map Achievement (2) Cross-Map Achievement (3)
Ratings Achievement (3) Tournament Achievement (1) General Achievement (3) Clan Achievement (2)

Re: Increasing the customization of end of turn reinforcing

Postby Cosmical on Tue Sep 02, 2014 7:20 pm

I just don't understand the logic. You can still play the same way now as when there was 22k members. Create games that are the style you enjoy and foster a group of people that like that style.
What if they left because there were not enough options, or the options that people prefer were being offered on other RISK sites?
If this site offers the same gameplay options as every other site out there and delivers a quality site....shouldn't they all come back?
Being exclusionary and deciding that some gameplay options are not worthwhile certainly is not going to win anyone back.
User avatar
Corporal Cosmical
 
Posts: 11
Joined: Fri Apr 18, 2014 8:51 pm
Medals: 4
Standard Achievement (2) Trench Warfare Achievement (1) Ratings Achievement (1)

Re: Increasing the customization of end of turn reinforcing

Postby Dukasaur on Wed Sep 03, 2014 8:06 am

owenshooter wrote:
Dukasaur wrote:It is an excellent idea. It's annoying that there is currently no middle ground between the extremes of Unlimited and the various single-fort option. Having something like a "fort 3X" option would create the possibility of some intermediate options.

you seem to have this mindset to keep adding and adding and adding... i don't see how you can't see that this waters down the true RISK aspect of the site and continues to lead to people just leaving... i don't think options like this are worth implementing and most of the new forts that have been seem to have helped lead people away in droves... hey, team CC knows best... let's keep watering down the RISK on the site, it might make RISK fanatics return in the numbers we once had (over 20K)... kind of funny how we had 22K members when we had fewer options and the game was closer to RISK... the more we add, the more we water down, the further we get from RISK, the fewer people remain... just a bad idea in my opinion...-eJn

Yeah, we HAD 22K members, and they soon got bored and left, because at its core, RISK is a pretty dumb and simplistic game. If it was an interesting and absorbing game, they would still be here. The people who are still here are here because they found maps and settings that they found more interesting than the original game.

Cosmical wrote:I just don't understand the logic. You can still play the same way now as when there was 22k members. Create games that are the style you enjoy and foster a group of people that like that style.
What if they left because there were not enough options, or the options that people prefer were being offered on other RISK sites?
If this site offers the same gameplay options as every other site out there and delivers a quality site....shouldn't they all come back?
Being exclusionary and deciding that some gameplay options are not worthwhile certainly is not going to win anyone back.

Well said! Anyone who wants to play a game on Classic with the original settings is welcome to do so. In fact, many such games are played. People who enjoy them are not in any way harmed by those who prefer something else.

When Baskin-Robbins adds Nutmeg-and-Cloves ice cream to its menu, it's not in any way hurting the little old ladies who still want vanilla.
All that is gold does not glitter
Not all those who wander are lost
The old that is strong does not wither
Deep roots are not reached by the frost
User avatar
Lieutenant Dukasaur
Community Coordinator
Community Coordinator
 
Posts: 13820
Joined: Sat Nov 20, 2010 4:49 pm
Location: Beautiful Niagara
Medals: 152
Standard Achievement (4) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (3)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (2)
Fog of War Achievement (4) Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (3)
Cross-Map Achievement (4) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (4) Tournament Achievement (23)
General Achievement (17) Clan Achievement (11) Training Achievement (2) Challenge Achievement (10) Tournament Contribution (31)
General Contribution (12)

Re: Increasing the customization of end of turn reinforcing

Postby AndyDufresne on Wed Sep 03, 2014 10:50 am

I'd probably play a game with 'x' number of reinforcements. I like it.


--Andy
User avatar
Sergeant AndyDufresne
 
Posts: 26226
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo
Medals: 20
Standard Achievement (2) Doubles Achievement (1) Triples Achievement (1) Quadruples Achievement (1) Terminator Achievement (1)
Freestyle Achievement (1) Fog of War Achievement (1) Trench Warfare Achievement (1) Speed Achievement (1) Teammate Achievement (1)
Cross-Map Achievement (3) General Achievement (4) General Contribution (2)

Next

Return to Suggestions

Who is online

Users browsing this forum: No registered users

Login