the next forum risk

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VladVP
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Fleischgeruch wrote:
I'm not saying it's impossible, just makes the game less fun (yes, tedious). I'm not sure if you or your boyfriend know of this thing called strategy, but if you did it properly and if we had many factors affecting score, you'd spend a few hours a day calculating doing the math for all the probable outcomes. Now it takes only minutes.
What in the world are you talking about? All I asked for of a tech tree, was bonuses and changing of the minimum and maximum values when rolling. How is that going to take "a few hours"?
Fleischgeruch wrote:
If you played any real man's strategy games (which are by the way more realistic than forum risk) you would know that betraying agreements with other countries reduces your country's stability and reduces the happiness of your loyal citizens. That in turn can have many outcomes, including less people willing to enter army service OR if we're talking medieval here, fight less effectively in battles due to lower morale.
Experienced in Risk, Stratego, Victoria 2, Empire: Total War, Rome Vae Victis and Crusader Kings 2, not to talk about hundreds of online strategy flash games when I was a lil' nup. From those I've learned that the effects of breaking alliances vary greatly with time period. In the medieval and the antiquity, it was a matter of the individual feudal ruler, and no one else, so the citizens wouldn't care at all. In the ages following the renaissance, the ideas of nationalism and patriotism began to appear, which means that citizens would get more upset if an ally suddenly broke the alliance with their home country. From the opposite perspective, people would most likely support their state. In the golden age, the idea of imperialism was forged, which meant that things like alliances were degraded to mere tools. Following WW2, one gigantic alliance was established (the UN), and breaking an alliance in these ages is seen as an extremely serious offence.
Fleischgeruch wrote:
Spend time with the community and you'll soon know who the lepers are. The game host has or should have the right to deny entry to any participant or even kick them from the game in progress.
But that should only happen if people proove that their only intent is to annoy everyone else.
Fleischgeruch wrote:
It can, in the same way that you destroy every other city in a territory. (hint: city in v6 = capital. Every territory has at least 1 city in theory). People run away, houses demolished, everything burned.
I would like to see you explain how that could happen to... say, New Your City. xD
Fleischgeruch wrote:
tbh I'd be much more comfortable with someone like kmaj running the show.
I just assumed that Zeka was going to host the next game, as he is the OP in this thread.
Fleischgeruch
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VladVP wrote:
All I asked for of a tech tree, was bonuses and changing of the minimum and maximum values when rolling. How is that going to take "a few hours"?
Now imagine 15 players each pursuing their own tech. Try keeping up with everything they do.
VladVP wrote:
Experienced in Risk, Stratego, Victoria 2, Empire: Total War, Rome Vae Victis and Crusader Kings 2, not to talk about hundreds of online strategy flash games when I was a lil' nup. From those I've learned that the effects of breaking alliances vary greatly with time period.
Since we don't know exactly what time period our game is in...
VladVP wrote:
But that should only happen if people proove that their only intent is to annoy everyone else.
A lot of people don't intend on turning the entire community against them. It happens regardless of that. Oh and prove*.
VladVP wrote:
I would like to see you explain how that could happen to... say, New Your City. xD
Small nuclear bomb. LELXDDDDDDDDDDDDDDD
VladVP
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Fleischgeruch wrote:
Now imagine 15 players each pursuing their own tech. Try keeping up with everything they do.
For the first, that would only make the hoster's job easier. For the second, I'd assume that the next game is going to use text files, in which player information is stored.
Fleischgeruch wrote:
Since we don't know exactly what time period our game is in...
Well, then why not just make diplomacy a transparent layer on top of the game itself?
Fleischgeruch wrote:
Oh and prove*.
Proove is an archaic form of prove. If it's still grammatically valid to use pronouns like thou, thee and ye, and the Æ character, then using the word form "proove" instead of "prove" definitely is.
Fleischgeruch wrote:
Small nuclear bomb. LELXDDDDDDDDDDDDDDD
Good explanation, but didn't we agree on, that we didn't know the exact time period? Last time I checked, nuclear bombs were an invention of the 20th century.
VladVP
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kmaj wrote:
That would make updating a longer and more complicated process and hide a lot of information to the players. I like the idea that everyone is allowed to know how much chance he has to win a battle with his own devices.
Is changing the "Min:" and "Max:" fields on random.org, and then adding a constant number to the result really that complicated? I love math, so I would gladly do it for every single player, but it should be a mere process, even for those who don't like to work with numbers.
kmaj wrote:
It's reasonable to assume you just misspelled.
And that's the exact reason that I attempted to make it clear that I make frequent use of archaisisms and dialectology in both my written and spoken language. You should see some of my first posts on the old forums. xD
gen
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no trades
or make them happen in even next round
round 1:
A:hey bro lets trade ok
B:ok
round 2:
nothing
round 3:
trade happens
Zekamalikyd
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[13:10] <Vlad01> Ideas about Forum Risk
1. MOAR people, like 15-20 countries
2. Two-three ops, because drawing rolls of 20 ppl very hard for one OP
3. Unions, max 2 big countries in 1, or 4 small in 1
4. Sea expansion by total territories, like expansion from Australia to murica - 60 terr, or expansion from Denmark to England - 20 terr
5. Cities! More cities = more power, you can make city in place where 10-20 km around your lands

also i like the idea of sea territories.
VladVP
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  • Ban territory trading. It's just as OP as having unions and empires. And most importantly of all: how does it make sense that you suddenly have full de facto control over a single province on the other side of the hemisphere? I know: it doesn't.
CommieBuffalo
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I think it would be nice to have some kind of thing that you actually want to conquer, giving an objective besides just wrecking the enemies' territories, like a 3-terrs wide patch of ultra-fertile farmlands or mineral mines that give you a 10% or 20% attack(but not defend) boost in a 10-terrs wide area around it.
Willy
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CommieBuffalo wrote:
I think it would be nice to have some kind of thing that you actually want to conquer, giving an objective besides just wrecking the enemies' territories, like a 3-terrs wide patch of ultra-fertile farmlands or mineral mines that give you a 10% or 20% attack(but not defend) boost in a 10-terrs wide area around it.
Sort of like a 'King of the Hill' trophy area, but not too overpowered as to totally ruin game balance. I like this idea.
Zekamalikyd
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Will wrote:
CommieBuffalo wrote:
I think it would be nice to have some kind of thing that you actually want to conquer, giving an objective besides just wrecking the enemies' territories, like a 3-terrs wide patch of ultra-fertile farmlands or mineral mines that give you a 10% or 20% attack(but not defend) boost in a 10-terrs wide area around it.
Sort of like a 'King of the Hill' trophy area, but not too overpowered as to totally ruin game balance. I like this idea.
maybe change the hill every 5 turns?
CommieBuffalo
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Zekamalikyd wrote:
Will wrote:
CommieBuffalo wrote:
I think it would be nice to have some kind of thing that you actually want to conquer, giving an objective besides just wrecking the enemies' territories, like a 3-terrs wide patch of ultra-fertile farmlands or mineral mines that give you a 10% or 20% attack(but not defend) boost in a 10-terrs wide area around it.
Sort of like a 'King of the Hill' trophy area, but not too overpowered as to totally ruin game balance. I like this idea.
maybe change the hill every 5 turns?
Yeah, that'd be nice, maybe to represent the exhaustion of resources.
VladVP
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CommieBuffalo wrote:
Zekamalikyd wrote:
Will wrote:
Sort of like a 'King of the Hill' trophy area, but not too overpowered as to totally ruin game balance. I like this idea.
maybe change the hill every 5 turns?
Yeah, that'd be nice, maybe to represent the exhaustion of resources.
Then a territory should never be able to be the hill twice... I like it.
CommieBuffalo
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That true. But what about if we run out of places to have the "hills"? Also, what if the hill is chosen inside an empire's territory? Couldn't that give him an unfair advantage(because there wasnt really any fight for that place, it could have been some 4 terrs to the right and it would belong to Empire B)? Also, how would it be decided where are the selected territories? ONe possibility would be turning the map into a x-y grid, and use a random number selector to choose the center of the "hill" in the x and then y positions, but that could become unnecessarily complicated.
Zekamalikyd
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well fuck
VladVP
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Just make a random number generator generate some x and y values, until it lands on a pixel inside an empty territory.
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