prismsaber wrote:Mr Changsha wrote:FarangDemon wrote:prismsaber wrote:I haven't played games where politics was essential in a long time (flat and no cards), but what I remember is that you have to manipulate other players without them knowing it.
I'm in the same boat. I left those kinds of games long ago because while my manipulating is good, I got tired of losing the occasional game due to other player's stupid attacks or having to energetically defend myself from other manipulators in game chat. I had forgotten all about manipulation, playing standard escalating with skilled players or team games.
Recently I started a standard escalating tournie. I thought that since I was playing with other high ranked players that I'd have nothing to worry about. Then in the first round, one player started to talk about how everybody should watch out for me with my bonus, that other players should attack me. This was an escalating game so I thought I didn't have to worry about diplomacy, but he was actually able to convince another major or colonel to waste a lot of his armies in taking away my bonus in the early stages of an escalating game, thus pointlessly weakening us both. I was shocked that such a high ranked player would do such a thing - I think he just didn't have experience in escalating and so he thought I was gonna weaken him and became especially vulnerable to the other guy's manipulation.
A great example of politics in action from FarangDemon here, even if he happened to be on the end of it and the incident occoured in the wrong game type.
But never mind that.
Escalating games have no politics at all? Then why do you play? Risk was all about making and breaking deals when I played the board game. I have taken that same attitude into CC (though with less of the breaking deals...sadly.) Risk to me is a combination of strategy and diplomacy and any form that excludes one of these is a flawed form of Risk.
Tough, but there it is.
So singles escalating apparently has no diplomacy in it...bollocks of course. What did you think that whole scandal with Scottland was all about... strategy? It was diplomacy of course, perfectly legal IMO but caused a fuss because of all you escalating chaps who want to get away from the politics.
Hence 1on1, 2on2, trips and quads are not really Risk as they lack diplomacy.
Only large singles + 3 team/4 team dubs sticks to the essentials of Risk which is strategy + diplomacy.
Those that ran away from flat rate/no cards singles 'to get away from the politics and bollocks build games' simply either couldn't handle the diplomacy element "Mummy, that nasty man made another man attack me and it wasn't in EITHER of our interests!!!" Who was this nasty man Farangdemon...I'd like to play him. Or they tired of the build games, which meant they didn't work hard enough at finding a no cards/flat rate form which wouldn't descend into pointlessness.
BTW...I think I've finally found it (after a year of experimentation).
You should stop pretending that you know why most non-noobs hate your preferred game style. No matter how skilled your diplomacy, you'll never be higher than a major playing such games. This tells me that no matter how good you think you are you still can't stop other players from making stupid moves. Additionally, no matter how good you think you are at avoiding build games, they still happen - a lot. Talk about boring. You can pump up your preferred style as "true" risk, but this is conquer club, and it's superior to risk. Whether you like the diplomacy of no cards games, the communication and coordination of team games, or the think-on-your-toes nature of freestyle (as shady as I personally think it is) it doesn't matter, who cares. It's obviously subjective.
What's rank got to do with it?
But beyond that...
I've discovered that 8 man 2.1 dubs (no cards chained) has all the benefits of a diplomatic game, with real empire building, without it turning into a stagnated mess (which I would suggest I hate as much as you do). 30 rounds seems to be the limit. I only invite good teams to play, the games are open, and all players seem to enjoy them...well my games fill v.quickly indeed.
So what's the point?
I am taking good no cards/flat rate singles players (those lieutenants, captains and majors who can't get any higher...and possibly don't care all that much) and inviting them to play 8 man dubs. It is similar to singles in many ways (create an empire, hold an empire, attack an empire...all the stuff that makes us play no cards rather than escalating) but with the freedom to make attacks, change the position and get a decisive victory. Shouldn't that be the ideal?
I quite agree one couldn't get a very high score this way (if I wanted a high score I'd play a lot more trips and quads) but the fact is that there are A LOT of good players who think the same way I do about these things. They want to build empires, not sweep a board on cards.
It is not good enough to say 'these games always turn into pointless builds so play escalating'. Any British player (maybe even European player) grew up on flat rate singles games. Therefore they often see the game as an empire building game, rather than a 'sweeping' game. "But 6 good players on CC end up pointlessly stacking". Often true, maybe even usually true. But that doesn't mean the style cannot be modified to create open games that suit a great number of the players on this site.
So for any new player that reads this and sees CC as a place to build empires...
1. Start with public flat rate/no cards singles (5 to 8 man). These games are open due to the often hilarious play you will encounter. Learn to dodge the missiles and attain a 30-40% win rate (or higher if you are super-good).
2. Switch to 8 man dubs once you want to play only good players. Best to play private games, sadly. The opportunity for game-wrecking deadbeating is just too high for this style.
BTW Prismsaber, I think you are confusing attaining rank and playing a good game. For the vast majority of players on this site (yes even some good ones) rank is a secondary issue...playing their ideal game is the key. CC is fantastic because it allows us to modify Risk to make an ideal game. I've seen "no cards singles are just pointless builds so now I play escalating" countless times within these forums. But I've yet to see anyone addressing how to fix the problem without turning to escalating (which is a completely different game) or no cards trips/quads..which loses the diplomacy element.
My new clan was designed with this purpose in mind.