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mibi wrote:uh....
how does this resolve luck issues?
mibi wrote:uh....
how does this resolve luck issues?
t-o-m wrote:
No one would ever have to roll the dice because they would be killed before they had their turn
whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
natty_dread wrote:I was wrong
gimil wrote:whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
I disagree. The concept of having more armies to me is a fun one. Image your first turn on classic. You depoly 3 on a terr, you have 6. you attack 6v3, you lose, you attack 4v3, you lose. Now your on 2v3 with your opponent rolling two dice to your one.
now take the x10 approach. you get 30 and depoy. thats 60v30. you attack, you lose, 58v30, you attack, you lose. now you have 56v30. I prefer those odds!
But making the muliplier to large risk you putting people in a sitution where people auto attack to often just because they have large numbers. The key to doing something like thi right is what divider you use to incrase armies.
rsacheli wrote:gimil wrote:whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
I disagree. The concept of having more armies to me is a fun one. Image your first turn on classic. You depoly 3 on a terr, you have 6. you attack 6v3, you lose, you attack 4v3, you lose. Now your on 2v3 with your opponent rolling two dice to your one.
now take the x10 approach. you get 30 and depoy. thats 60v30. you attack, you lose, 58v30, you attack, you lose. now you have 56v30. I prefer those odds!
But making the muliplier to large risk you putting people in a sitution where people auto attack to often just because they have large numbers. The key to doing something like thi right is what divider you use to incrase armies.
I fixed your mistakes for you... As for odds... To start your odds are better because the attacker gets an extra die more times but all in all I think this just sounds dumb...
natty_dread wrote:I was wrong
gimil wrote:rsacheli wrote:gimil wrote:whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
I disagree. The concept of having more armies to me is a fun one. Image your first turn on classic. You depoly 3 on a terr, you have 6. you attack 6v3, you lose, you attack 4v3, you lose. Now your on 2v3 with your opponent rolling two dice to your one.
now take the x10 approach. you get 30 and depoy. thats 60v30. you attack, you lose, 58v30, you attack, you lose. now you have 56v30. I prefer those odds!
But making the muliplier to large risk you putting people in a sitution where people auto attack to often just because they have large numbers. The key to doing something like thi right is what divider you use to incrase armies.
I fixed your mistakes for you... As for odds... To start your odds are better because the attacker gets an extra die more times but all in all I think this just sounds dumb...
What makes it dumb? Just calling someone dumb doesnt make your argument stand. You have to convince me its dumb.
rsacheli wrote:Not saying your dumb, just that my opinion is that the idea is dumb... Besides this isn't a map idea its a gameplay alteration to an exsisting map... Create a new map to implement this gameplay on...
whitestazn88 wrote:well the idea in my mind is that the classic map is classic
ZeroDJoe wrote:whitestazn88 wrote:well the idea in my mind is that the classic map is classic
well, first of all the original risk as nothing to do with this as if i recall you get to chose where you deploy your armies on first turn. And you never get escalating cards for instance, or bombardments or ..... Its all huge strategical differences, and i guess youll never see that ever here on cc.
natty_dread wrote:I was wrong
gimil wrote:Pepsi is good, pepsi max is better
ZeakCytho wrote:gimil wrote:Pepsi is good, pepsi max is better
But Coke is better than Pepsi! Not sure what the implications of that are for the analogy, though...
natty_dread wrote:I was wrong
ZeakCytho wrote:gimil wrote:Pepsi is good, pepsi max is better
But Coke is better than Pepsi! Not sure what the implications of that are for the analogy, though...
Androidz wrote:Is it possible to make this a Mod for all maps?
[Multiplier] [Normal]?
natty_dread wrote:I was wrong
gimil wrote:My risk boards rule book only has esc cards for play. It even has a system to count where you are in cash in value.
Back on the idea of having a classic map with a multiplier, I still like it. Adding a little variation to the classic game is always fun.
Pepsi is good, pepsi max is better
ZeroDJoe wrote:gimil wrote:My risk boards rule book only has esc cards for play. It even has a system to count where you are in cash in value.
Back on the idea of having a classic map with a multiplier, I still like it. Adding a little variation to the classic game is always fun.
Pepsi is good, pepsi max is better
only esc cards... wow cool!. mine and all i've seen only have flat!
so, you like it... good! how can we make this happen?
can the card values be modified? can the drop be of 30 instead of 3?
is it possible? is it easy?
ZeroDJoe wrote:ZeroDJoe wrote:gimil wrote:My risk boards rule book only has esc cards for play. It even has a system to count where you are in cash in value.
Back on the idea of having a classic map with a multiplier, I still like it. Adding a little variation to the classic game is always fun.
Pepsi is good, pepsi max is better
only esc cards... wow cool!. mine and all i've seen only have flat!
so, you like it... good! how can we make this happen?
can the card values be modified? can the drop be of 30 instead of 3?
is it possible? is it easy?
Sooooo?
can this be done?
natty_dread wrote:I was wrong
ZeroDJoe wrote:What about a board exactly like classic expect that every army from starting troops to continent bonus and territories bonus are multiplied by 10. So every territ starts with 30 armies, aussie is worth 20 and so on... im not sure how deep this change is and if can be made into just a map or if it needs further changes or options, i can see at least a problem with the card values. And another with the server requirements.
It would significantly change this board game experience has it would diminish luck factors in several diferent ways. The obvious and main one being the dice, that would be much less significantly. Sastisfying 99% of the menbers that ever had dice related issues...
Another is the army we must leave behind in each country also with less weigth in the gameplay.
Tell me what you guys think about it
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