by Nucker on Tue Dec 25, 2012 12:45 pm
I see that the suggestion for no dice has been rejected. I am putting it forward again.
While it is clear that the dice always balance out, this is not the case for individual games or battle outcomes. I have experienced this numerous times playing these strategy games over years. When the numbers are still low during the most critical times of the game, a 2x or 3x double roll against you either in Defense or Attack can mean game over. On the point of balance I have noticed that my dice largely do the positive balancing on the vs 1's where the attacking army is 4 or more (4 vs 1 seems to be a dead certainly to win a battle) meaning that the higher defense armies get lower losses. 10 attack vs 3 defense, often has 1 or 2 defense troops left and 2 or 3 attack. It is ridiculous. While very large armies (built due to early luck) sustain lower losses against similar defense, thus balancing the dice numbers once again in cases where it is not critical.
Planning forward attacks using dice becomes a case of building large armies to ensure victory. Problem is that 1 or 2 players out of 6 will experience the luck running their way and can thus race for the bonuses faster. This imbalances the game and it generally goes to the first to be lucky.
A player experiencing a bad run on the dice will tend to overcompensate on either an attack or defense when strategy and troops numbers would have required a different deployment. This then starts once again to favor the lucky in that game. Also many battles are at critical junctions and a lucky win at one of these changes the balance of the game.
Luck is always present in any situation, but the dice add to the natural factors such as player error or dead beating. I am suggesting that the NO DICE option be added just as Trench, Number of payers, Spoils ect is; as an option.
The outcome of the battle is then a case of superior numbers where the attacker needs 2 more troops than the defender as a minimum (one for each territory).
I feel that Conquer Club will benefit from having an additional strategy factor for players that enjoy the reduction of luck (after all these are really situation games not real battles). As many players complain about the way the dice fall it will allow them to test the range of their ability when this factor is removed.
Concise description:No Dice
Specifics/Details:The outcome of the battle is then a case of superior numbers where the attacker needs 2 more troops than the defender as a minimum (one for each territory).
How this will benefit the site and/or other comments:I feel that Conquer Club will benefit from having an additional strategy factor for players that enjoy the reduction of luck (after all these are really situation games not real battles). As many players complain about the way the dice fall it will allow them to test the range of their ability when this factor is removed.
I am sure the programing for this cant be that difficult to implement, but what do I know.
Regards
Nucker