I, and it seems, a number of other folks, just don't think it qualifies as a RISK variation.
Quite right too. That is the great thing, but it seems others agree with my thoughts.
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I, and it seems, a number of other folks, just don't think it qualifies as a RISK variation.


happy2seeyou wrote:If there is no dice in the game, who is David_Wain and Nephilim going to blame when they lose to me AGAIN??


owenshooter wrote:i disagree with you and i'm right!
cicero wrote:If I have 8 v 6 can I just 'attack with 2' to make it 6 v 4? Or do I have to 'attack with 6' to make it 2 v 0 = 1 in original territory and 1 in conquered territory?
Not sure why I would want to do this, but could I ?
Ultimately, even with these points addressed, this suggestion changes CC from a game to a puzzle or mathematical challenge. Since all outcomes are pre-ordained from the outset it will be possible to calculate the right/best moves for any player and, assuming no-one makes a mistake, the winner will be pre-ordained to by the initial drop.
zimmah wrote:would you vote against a new map from DiM for example, because they are not like the 'original risk' and you don't like the 'futuristic gameplay' or you just don't feel like playing some kind of variation?
If I have 8 v 6 can I just 'attack with 2' to make it 6 v 4? Or do I have to 'attack with 6' to make it 2 v 0 = 1 in original territory and 1 in conquered territory?
Not sure why I would want to do this, but could I ?
Ultimately, even with these points addressed, this suggestion changes CC from a game to a puzzle or mathematical challenge. Since all outcomes are pre-ordained from the outset it will be possible to calculate the right/best moves for any player and, assuming no-one makes a mistake, the winner will be pre-ordained to by the initial drop.

Fruitcake wrote:cicero wrote:Ultimately, even with these points addressed, this suggestion changes CC from a game to a puzzle or mathematical challenge. Since all outcomes are pre-ordained from the outset it will be possible to calculate the right/best moves for any player and, assuming no-one makes a mistake, the winner will be pre-ordained to by the initial drop.
All I can say is trust me, the outcome is never pre ordained. You would have to be able to judge what every other player was going to do in a given situation, impossible. We play this way on the board almost exclusively at home, purely to hone our strategic thought processes. As I have mentioned before, cards can still be played which ensures a frisson of luck, however, the % of luck against strategic skill to arrive at the final outcome decreases dramatically.
cicero wrote:
However I think perhaps the real reason it will not be implemented here, and has been rejected so many times in the past, is because it does have such a high skill factor. For a massively multi player site like CC it is important to have a large membership who can all enjoy winning often enough to return. Higher skill games tend to appeal to an elite who master the game and as a consequence new, casual players are unlikely to win so often if at all. Many of these players will not return.
Cicero

owenshooter wrote:i disagree with you and i'm right!
BaldAdonis wrote:zimmah wrote:would you vote against a new map from DiM for example, because they are not like the 'original risk' and you don't like the 'futuristic gameplay' or you just don't feel like playing some kind of variation?
Do you visit the foundry? There was a map (and a joke map ridiculing it) which was entirely luck based. There were 6 territories, and the first player got a bonus of 100. Whoever went first would win, just like in this suggestion. It got voted down, because it's a terrible idea. See the similarities? Just because we have options, doesn't mean we need to allow all options. That's how you make a product inferior.
Fruitcake, why not work on a way to explain to people why the dice act the way that they do? That resolves the problem of dice complaints, and doesn't add a different game to the site.

owenshooter wrote:i disagree with you and i'm right!
Let's just say, for the sake of argument, that "trust me" isn't a good argument .... ... seriously, explain why the outcome is not pre-ordained?
I appreciate that the outcome is not always the same, but this I think is because of variations in the drop. I can calculate for a given drop what my best moves are. If you make your best moves too if you have a weaker drop you cannot overtake me.
Even if I make my best moves I cannot make a win if others have a stronger drop. It would seem that a strong drop can only lose if the player makes mistakes and hence games can only be lost by error. Equally an initial drop advantage cannot be overcome unless the player with that advantage makes an error.
And then, setting all that aside, let's say that I see your game is an interesting one. [It strikes me now that perhaps it is a little like chess crossed with checkers/draughts or something similar.] Chess is a complex game, with no luck, but because of all the possibilities it cannot be realistically 'calculated' by most minds (human or otherwise). That's the trouble with thinking aloud, I've nearly convinced myself I like your game now
However I think perhaps the real reason it will not be implemented here, and has been rejected so many times in the past, is because it does have such a high skill factor. For a massively multi player site like CC it is important to have a large membership who can all enjoy winning often enough to return. Higher skill games tend to appeal to an elite who master the game and as a consequence new, casual players are unlikely to win so often if at all. Many of these players will not return.

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