Moderator: Community Team

 chipv
				chipv
			




























 
		
 chipv
				chipv
			




























 
		
 laddida
				laddida
			










 
		laddida wrote:chip i understand what your trying to say its a good idea and i think it would be cool to be used on new maps being made that are specifically made to use those tools. But i would not very much like the current maps to have that tool implemented it would be something i would like in new maps but it would change the game too much if all maps were considered.

 chipv
				chipv
			




























 
		
 Evil DIMwit
				Evil DIMwit
			








 
		RedBaron0 wrote:It's a nice addition... only reservation I have is the fact the number can't go over 6. It's a coding issue I know, but what's the point if you can't get a 7 to override a defenders 6 if the attacker is supposed to be more powerful. I think it defeats the purpose.
That aside, I think it'd be a welcome addition.



 RedBaron0
				RedBaron0
			


























 
			
 Little Witt
				Little Witt
			

















 
		

 yeti_c
				yeti_c
			













 
		
 nray
				nray
			
 
		<territory>
<name>Catapult</name>
...
<dice>
<type>Attack</type>
<bonus>3</bonus>
<cap>7</cap>
</dice>
</territory>
<territory>
<name>Easy Target</name>
...
<dice>
<type>Defence</type>
<bonus>-3</bonus>
<cap /> (or no tag)
</dice>
</territory>

 chipv
				chipv
			




























 
		chipv wrote:There doesn't have to be a cap at all. I was looking to the mapmakers to say which would be preferable, looks like no cap.
So you can simply have an additional tag (which is optional) which determines the cap.
If the tag isn't there then there is no cap for that territory.
So from the catapult example above, the xml might look like this
- Code: Select all
<territory>
<name>Catapult</name>
...
<dice>
<type>Attack</type>
<bonus>3</bonus>
<cap>7</cap>
</dice>
</territory>
For a very weak defence with no cap
- Code: Select all
<territory>
<name>Easy Target</name>
...
<dice>
<type>Defence</type>
<bonus>-3</bonus>
<cap /> (or no tag)
</dice>
</territory>
<territory>
<name>Poorly Defended Catapult</name>
...
<dice>
    <attack bonus="3" ceiling="7 />
    <defend bonus="-3" floor="-1" /> <!-- Note that I have introduced terminology for a lower bound with regard to negative bonuses. -->
</dice>
</territory>
 And could/should there be a separate bonus for bombardment as opposed to attacks?  Some weaponry is more effective at long range than short.  (If I decide to lob a nuke, I might use a lower yield if it is landing right next to me.)
 And could/should there be a separate bonus for bombardment as opposed to attacks?  Some weaponry is more effective at long range than short.  (If I decide to lob a nuke, I might use a lower yield if it is landing right next to me.)<territory>
<name>Overloadable Landing Craft</name>
...
<dice>
    <attack bonus1="2"  bonus2="1" bonus3="-1" ceiling="7" floor="0" />
</dice>
</territory>
 
   
   Perhaps this dice bonus could be applied to continents as well.  If holding a continent applies a large negative defending dice bonus to a territory then you have come pretty close to conditional borders, haven't you?  You could rig it to guarantee a successful attack at the cost of no troops which lets you walk right through.  If the territory was a killer neutral, it could slam shut again, but still be passable next turn if you still held the required continent.
 Perhaps this dice bonus could be applied to continents as well.  If holding a continent applies a large negative defending dice bonus to a territory then you have come pretty close to conditional borders, haven't you?  You could rig it to guarantee a successful attack at the cost of no troops which lets you walk right through.  If the territory was a killer neutral, it could slam shut again, but still be passable next turn if you still held the required continent. 
  

 ender516
				ender516
			










 
		
 chipv
				chipv
			




























 
		 nippersean
				nippersean
			



















 
		
 sully800
				sully800
			













 
		sully800 wrote:This is an interesting idea, especially since the switch away from dice to "intensity cubes". Dice have 6 sides for a reason, but the intensity cubes could go all the way up to level 9 without causing any sort of problem. It could definitely make for some unique and more complicated gameplay with fortresses or weak zones.

 ender516
				ender516
			










 
		 MeanestBossEver
				MeanestBossEver
			


















 
		
 chipv
				chipv
			




























 
		
 ender516
				ender516
			










 
		ender516 wrote:If it is a problem of explaining this feature to game players, I vote for no cap. Isn't it simpler to understand "add one to your die" than "add one to your die but limit the total"? "No cap" also leaves the possibility of creating (with a dice bonus of +6) an irresistable force or (with a dice bonus of -6) an immovable object.

 chipv
				chipv
			




























 
		chipv wrote:ender516 wrote:If it is a problem of explaining this feature to game players, I vote for no cap. Isn't it simpler to understand "add one to your die" than "add one to your die but limit the total"? "No cap" also leaves the possibility of creating (with a dice bonus of +6) an irresistable force or (with a dice bonus of -6) an immovable object.
A defence bonus of +6 would only be immovable if the bordering attackers have no attack bonus.
It would be possible to have a +6 defence surrounded by say +3 attackers.
Some thought would be needed because a player holding a +6 defence territory bordered by attackers with no dice bonus
could not be eliminated.
I think for brevity you are right, probably better to have no cap.

 ender516
				ender516
			










 
		ender516 wrote:Yes, with a map like that you could have an invincible player, but careful review in the forge and in beta could eliminate such problems.
 MeanestBossEver
				MeanestBossEver
			


















 
		MeanestBossEver wrote:ender516 wrote:Yes, with a map like that you could have an invincible player, but careful review in the forge and in beta could eliminate such problems.
Interestingly, you could have a territory that was invincible on attack but extremely vulnerable on defense. One could even create a loop of rock-paper-scissors territories. It creates some huge new potentials.


 yeti_c
				yeti_c
			













 
		yeti_c wrote:MeanestBossEver wrote:ender516 wrote:Yes, with a map like that you could have an invincible player, but careful review in the forge and in beta could eliminate such problems.
Interestingly, you could have a territory that was invincible on attack but extremely vulnerable on defense. One could even create a loop of rock-paper-scissors territories. It creates some huge new potentials.
RPS & Risk - sounds like a winner to me?!
C.

 ender516
				ender516
			










 
		
 the1brother
				the1brother
			




 
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