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[GO] Weather

PostPosted: Wed Oct 10, 2012 11:08 am
by waltero
What about Having Random turns where the Weather (might) turns sour. Making it trench warfare.


Specifics/Details:
Every once in a while a random Weather would a cure and that specific turn would be trench warfare.
For one full round (or two). might be every 3rd turn the weather have a chance to turn sour.

Of course it would be stated to all players that a specific turn has a chance to go Trench (Bad Weather)

How this will benefit the site and/or other comments:
It would be a whole new game.

Re: Weather

PostPosted: Fri Oct 12, 2012 12:27 pm
by JBlombier
I Imagine a free for all 8 player escalating game that turns into a trench game at round 7/8. Man, that'd suck.

I wouldn't play it, because I think the randomness of the dice is enough. Also, I doubt it'll ever be adapted onto the site. The programming seems quite difficult and the audience would be too small.

Re: Weather

PostPosted: Fri Oct 12, 2012 12:30 pm
by MoB Deadly
JBlombier wrote:I Imagine a free for all 8 player escalating game that turns into a trench game at round 7/8. Man, that'd suck.

I wouldn't play it, because I think the randomness of the dice is enough. Also, I doubt it'll ever be adapted onto the site. The programming seems quite difficult and the audience would be too small.


well phrased JBlombier. I was trying to think of a way to say what you said without sounding trolling or mean. The randomness of the dice and cards are enough I feel.

Re: Weather

PostPosted: Fri Oct 12, 2012 10:11 pm
by TheForgivenOne
I could imagine this driving some people up the wall

"Okay, so this round i'm going for the sweep ~Begins Turn~
[System Message]It sure is a blustery day in the hundred acre woods...
Trench Mode is activated!
"Faaaaaaaaack!"

Re: Weather

PostPosted: Fri Oct 12, 2012 11:53 pm
by waltero
Sure if you are big on dice games...Don't have it. Dice is what kills this game for many people. I try not to think of them as Dice (bad habit) Think of it as morale or highly trained troops even troops that are starving...anything but DICE!

If you think of it as Dice then you either win by the dice or you lose by the dice. Nothing to do with strategy. might be good for beginners and Children.

Evolve into a real War game. Gamers (grog nards) do not play risk. if they do then it is hush hush. none of there fellow gamers would know about it.

Why is it they do not play Risk...because it is simply a game of dice. People can only blame it on the dice! had absolutely nothing to do with strategy.
Bringing more options into the game will eliminate the power of da dice.


If the dice do not swing your way might be the weather will.

The dice make this a game of chance. Put more random events in the game and the dice will not be so decisive.
With dice you can not adapt or do anything but try to endure. Trench you can alter your strategy to compensate.

You say this trench thing would piss you off if it is implemented in a game you are playing...that is OK!
This would be one of a few (vary few) options you can chose from.

Think of it...if you were trying to hold control of a country...do you extend your borders one hex further hoping that a chance of Trench might allow you to keep control of said country.

Somebody is getting ready to take you out...oops he is stuck in the mud!

Many other strategy's will arise.

With dice it is always the same.

Re: Weather

PostPosted: Wed Oct 17, 2012 1:31 am
by agentcom
There is a certain game by Hasbro, which has been adapted into a computer game, which has inclement weather conditions and it can be fun. This might be stepping on their toes, but if implemented properly, this can be a fun way to play. If CC gave it it's own flavor, then it might not be infringement. With all the unique settings we have here, it might be fun ... can you imagine if you're 5 card rainbow was turned into nukes for a round. Or you because of rain, all your troops were only allowed to move forward 1 territ in a round. Or because of fog, in one round you weren't able to see anything except adjacent territs.

But even though I think this would be fun, I think it requires quite a bit of coding and is something that would probably come far, far later than some of the other suggestions that are here. Just my opinion though.

Re: Weather

PostPosted: Mon Nov 05, 2012 11:01 pm
by PUPPYFTW
I like this idea. It would be perhaps better (and more complex) if perhaps every round had the settings random (i.e. 1 round foogy trench w/ adjacent reinforcement and nuke spoils, next you can't use spoils but have unlimited reinforcement). I think it could especially be used for when those complainers say you only win because you have your special settings.

Re: Weather

PostPosted: Tue Nov 06, 2012 6:45 am
by Vlasov
I like most of the ideas above. Another (but much more tedious to code) option would be to semi-randomly add +1 to the defender's die rolls, in certain territories on certain maps which are prone to extreme weather -- like when Napoleon (and later Hitler) invaded Russia during its harsh winter.

Re: Weather

PostPosted: Tue Nov 06, 2012 8:38 am
by greenoaks
Vlasov wrote:I like most of the ideas above. Another (but much more tedious to code) option would be to semi-randomly add +1 to the defender's die rolls, in certain territories on certain maps which are prone to extreme weather -- like when Napoleon (and later Hitler) invaded Russia during its harsh winter.

NO

this is tooooooo specific to apply to the majority of maps here. there is no way we are going to go through every map and decide which terits get a +1 to rolls.



think broad. a randomisation of the settings every x number of turns.

Re: Weather

PostPosted: Tue Nov 06, 2012 11:49 am
by Vlasov
Absolutely right. Nevermind.

Re: Weather

PostPosted: Tue Nov 06, 2012 5:05 pm
by agentcom
The idea of adding weather effects to specific regions on specific maps is probably best left to the mapmakers. They can add decaying neutrals, auto drops or killer neutrals to simulate some of these effects. Perhaps it would be cool to allow mapmakers to have some other control over territs (like making 1 territ a "trench" territ only able to attack 1 space per turn), but that is a completely different subject probably best left to the Foundry.

But I do think vlaslov has hit upon an interesting possible "weather" effect or scenario. Maybe the troops ate their spinach that day and all troops from territ X get a +1 added to their dice.

This is just a rough idea, but what I'm thinking is something like at the beginning of each turn or maybe each round the Game Chat updates to say something like the following:

Heavy rains in Sao Paolo cause difficulties in transporting troops. Sao Paolo is a trench territ for 2 rounds.

From there I think you have a ton of options:

You can have the game vary the possible round length
You can have territs that are effected so much by inclement weather that they cannot attack or fort
YOu can have territs that cannot be attacked or forted to
You can have regions that go foggy (maybe the game engine picks a territ and picks a radius and all territs within X territs are affected)
You can have regions that get +/- 1 to their dice
You can have randomly selected regions that get some troops dropped to them or taken away

I'm sure there's more. Taking this one step further and going back to letting mapmakers control some of this, you could have mapmakers code in the likelihood of weather effects on certain territs. They could perhaps also write the narrative for any particular weather effect happening in a certain country. For example, snow in Greenland stops troops from moving at all, but in Mexico City it would excessive heat and in Havana it would be a hurricane, etc.

Re: Weather

PostPosted: Tue Nov 06, 2012 6:12 pm
by DoomYoshi
This is the best waltero suggestion yet. I support it.