AndyDufresne wrote:The topic of "more maps" vs "less maps" has been around since Conquer Club started. I remember once we started to get more than 20 maps, there were already calls to get rid of some.
There is this old topic where some users discussed how they would
REVAMP the Map List.
--Andy
I feel Andy is with me on this...glad to know I've got an admin in my corner. Maybe there will be some movement on this.
One must remember that true depth of understanding comes from specialisation. It is all very well to take the populist stance of "Let them eat cake!" but, in the end, the game of online Risk is the loser. I accept that 95% of players are here 'for fun' (whatever that means) but there are a minority who take this game seriously. CC need to cater to those players better, not by introducing medals (which again promotes the exact opposite of specialisation), but by choosing about 10 key maps (and its interesting that no one seems to be able to come up with more than about six or seven unique styles), creating serious leaderboards for those maps, and encouraging players to dominate those leaderboards and really focus on achieving
perfection in one or two games. That is how online Risk will move forward.
So...
We need about 3 or 4 maps that are the best examples of dubs, trips and quads play.
We need a similar amount suitable for large standard play.
We need a couple of the best complicated maps (Waterloo, Stalingrad have been mentioned).
These maps should be taken, refined and improved if possible, and then have seperate scoreboards set up for them. To be frank, I can accept CC having a thousand maps if an effort is made to reward perfection and promote depth of understanding on key styles. That is, and has always been, my aim on CC. To encourage that.
Medals...it was the right direction to make Lack more money. Fair enough. But it was the wrong direction to develop online Risk as a game. Top players must be encouraged to
focus , not waste their brain power chasing quite meaningless medals.
So, yeah...I would take out the vast bulk of the CC maps. I really would. But I take the point about people enjoying them, enjoying variety if not true diversity. Fair enough. But I still believe my original point, in the first post, holds. That for online Risk to develop it needs to actually encourage specialisation. And the best way to do that is to select key maps, set them apart (though again the simplest way to do that is scrap the rest heh heh heh), and see just what level of skill is possible in this game.