New dices and territory deployment rules.

Suggestions that have been archived.

Moderator: Community Team

Post Reply
zndow
Posts: 9
Joined: Thu Aug 21, 2008 8:57 pm

New dices and territory deployment rules.

Post by zndow »

Hi everyone!

Is it possible to use a different rule for dices and add an extra rule for territory?

Risk II advance rules use a very good system that cut down around 50% of the luck with dices compare to standard rules.

My ideas:

Territory - Every players receive 1 deployment for every 3 territory that are touching each other in their longest chain. Example: You have 2 chains of connected territories. one of 6 and one of 10. You will receive 3 additional deployment for your longest chain. 10/3= 3 round down.

Dices - Using 10 faces dices instead of 6 faces. The defender get a draw on equality instead of a win and both side use only 1 dice. When attacking or defending with more than 5 armies the dice change color and the odds on the dice change too and do more damage.

Example: Player A attack with 7 armies against player B defending with 6 armies. They both use a lvl 2 dice that do 2 armies damage until one of them go down to 5 armies or less. In that case it will do only 1 army damage. Player A get a 8 and Player B get a 8. It is a draw no one lose armies. Player A get 7 Player B get 2. Player B lose 2 armies. Now Player A can do only 1 damage but still use a lvl 2 dice odds.

Dice odds example:

5 armies or less: 10% chance to get a 1-10. Damage done =1 for both players
6-9 armies: 8% chance to get a 1-2, 11% chance to get a 3-6, 10% to get a 7-10. Damage done = 2 if both player use this dice.

It goes like this for 5 different lvl of dice odds and damages.


Maybe it could be added to the already established CC rules as a new game type like Standard and the others. So it works with all maps and other options. Or simply use on a single map like World 2.1 that could be called World 3.1.

If this is possible to be done, I am willing to develop the concept idea in details if someone can program it.

Looking forward for your comments.

Best regards,
zndow
DarthBlood
Posts: 357
Joined: Thu Aug 28, 2008 12:21 am

Re: New dices and territory deployment rules.

Post by DarthBlood »

im not too sure about the system for the current dice, but i do know that its a randomizer thing on some website. as such, it may or may not be possible to make it a 10sided die.

what your suggesting with the chains and deployment, i don't like too much. what if you have a LOT of territories, but no big chains? that sucks! then you'd get very few territories, while the other person may have few territories, but it's one big chain, so the person with less territories gets more armies. that's not too fair, especially considering that when you have more territories, almost all except a few have only one army on it.

for your dice odds example, what if we have more than 9 armies? you say "It goes like this for 5 different lvl of dice odds and damages." but i don't quite see the pattern there. perhaps it's just me?

if it is possible to use, and the mods decide to do it, then i think it should be a game type, not just limited to one map. maybe limited to just the really big ones? i know age of realms 2 and waterloo are considered huge when it's a 1v1, or a 1v1v1...
User avatar
e_i_pi
Posts: 1775
Joined: Tue Feb 12, 2008 2:19 pm
Location: Corruption Capital of the world
Contact:

Re: New dices and territory deployment rules.

Post by e_i_pi »

Should this be moved over to Suggs and Bugs?
User avatar
jennifermarie
Posts: 1316
Joined: Wed Mar 07, 2007 8:07 pm
Gender: Female
Location: Indiana, USA

Re: New dices and territory deployment rules.

Post by jennifermarie »

moved to suggs and bugs
blakebowling
Posts: 5093
Joined: Wed Jan 23, 2008 12:09 pm
Gender: Male
Location: 127.0.0.1

Re: New dices and territory deployment rules.

Post by blakebowling »

Please use the form
form wrote:Concise description:
  • xxxxxxx
Specifics:
  • xxxxxxx
This will improve the following aspects of the site:
  • xxxxxxx (you can obviously delete this for bug reports)
  • xxxxxxx
User avatar
Thezzaruz
Posts: 1093
Joined: Mon Feb 04, 2008 2:10 pm
Gender: Male
Location: OTF most of the time.
Contact:

Re: New dices and territory deployment rules.

Post by Thezzaruz »

zndow wrote: Is it possible to use a different rule for dices and add an extra rule for territory?
The dice part is interesting but IMO it might move it a bit to much from the classic RISK style for my taste. Have to think about it a bit more to be sure. ;)


DarthBlood wrote:im not too sure about the system for the current dice, but i do know that its a randomizer thing on some website. as such, it may or may not be possible to make it a 10sided die.
As his suggestion mean a much more probabilistic system rather than a random one it wouldn't be possible to use random.org numbers as we do now. But then again because of the low demand for randomness (well I know, unpredictability :D) it would probably be possible to do it ourself (not sure lack would want to do it though).
User avatar
reggie_mac
Posts: 299
Joined: Fri Nov 30, 2007 4:06 pm
Location: Queenstown, NZ
Contact:

Re: New dices and territory deployment rules.

Post by reggie_mac »

New dices and territory deployment rules.
Its Die or Dice, sorry but its like people saying sheeps, it just gets to me ......
Soviet Invaders: Space Invaders, it's not just a game
New Zealand Map - Foundry
"You can please all of the people some of the time, or some of the people all of the time, but not all of the people all of the time"
Post Reply

Return to “Archived Suggestions”