Conquer Club

Balancing option for DiceLess game idea

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Are these options interresting?

Not at all
3
30%
I don't like the Tactician
0
No votes
I don't like the Charismatic
0
No votes
I don't like the resourceful
0
No votes
Yes, i'd often pick Tactician
1
10%
Yes i'd often pick Charismatic
0
No votes
Yes i'd often pick Resourceful
4
40%
Diceless games? What are you talking about?
2
20%
 
Total votes : 10

Balancing option for DiceLess game idea

Postby crazycoders on Mon Aug 11, 2008 1:51 pm

This post applies to: viewtopic.php?f=4&t=43095
It is a new post because it is another idea and i didn't want to hijack the thread and change it's content.

This idea comes from the fact that diceless games could be an interresting feature in conquerclub but it would be simply too mathematical. We'd still need some kind of random value to be able to change the direction of the game and here are my suggestions.

Commanding officer skills:
When starting a no dice game, a user must select a skill that they will use in the game. A random chance occurs on each turn start and if the power gets activated, then the effects are applied to the player. Depending on the state of the game (Rank of the player, strenght of the player on the map), the random chance of a power activation should vary so, lower ranked or weaker opponents on the map would get a better chance at activating their power and changing the odds of the game.

Skills:
Tactician (More defense)
Charismatic (More power)
Resourceful (More units)

Tactician:
A tactician power allows the user to lose less units when attacking another user. In the optic of a diceless game this is interresting because X vs Y results in Y losing exactly X units and vice versa for X vs Y. So p1 attacking p2 in a 9 vs 5 would result in P1 losing 5 units and moving up to 3 of 4 units left to the spot p2 was holding. With the tactician power up, the p1 would lose 25% less units thus the last battle would end up as p1 having lost only 4 units (3.75 rounded) instead of 5 and thus allowing him to move one more unit in this case. This could change the optic of the game greatly.

Charismatic:
A charismatic leader can boost their troops effectiveness and result in greater damage dealth to the enemy. On the contrary of the tactician. This still overboosts the power of the attacking player allowing him to kill more units. In a diceless game, this is useless if you have more units than your opponent, but if you are backed in a corner. A +50% in unit effectiveness is always fun. For example, P1 is backed in a corner and P2 is parked beside ready to attack P1. P1 has 5 units and P2 has 8 units. In a diceless game, you could not attack P2 because you would lose. Or in fact what would happen is that P1 would have 1 unit left and P2 would lose 4 and drop to 4. With Charismatic, the 4 attacking units of P1 become 6 units and thus drop P2 by 6 units leaving him with only 2 units, next turn will be much less dramatic if he tries to move in. This power is useless for players that like to stack but is a great power if you disperse a lot giving you instant firepower to overthrown players that don't think you'll attack them.

Resourceful:
As the name implies, you are full of resources. When your power activates, you get 25% more drops for this turn. This can change the game a lot mostly if the user already has a lot of drops. Else than that, it doesn't change anything to the game play.

What do you think?
Cook crazycoders
 
Posts: 32
Joined: Tue Apr 29, 2008 2:26 pm

Re: Balancing option for DiceLess game idea

Postby Paddy The Cat on Tue Aug 12, 2008 10:16 pm

i have read through the first bit of your post, and found it to be a solid, creative, well thought out idea

but its not for this site

however, you should patent the idea, make a new game, start a game company, and make billions :P
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Sergeant 1st Class Paddy The Cat
 
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Joined: Tue Jun 26, 2007 4:12 pm
Location: PA


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