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[GO] Generals Gameplay

PostPosted: Sun Sep 15, 2013 10:30 am
by 300spartans
Concise description:
  • Add Generals or Leaders as Special Gameplay options.

Specifics/Details:
  • A General or Leader adds +1 to your highest roll on both attacking/defending dice.
  • It is always considered an extra troop in the deployment phase.
  • It appears differently on the map.
  • It is the last troop to go when the region it controls is being attacked.
  • Every player gets one General even in team games.

How this will benefit the site and/or other comments:
  • It will add a new and exciting dynamic to the game.

Re: Generals special gameplay option

PostPosted: Sun Sep 15, 2013 10:31 am
by 300spartans
examples...The General, leader, hero, champion or whatever you want to call it only gets plus 1 to the highest roll for every battle outcome. lets say you roll a 6 and 1. You get no plus 1 bonus because the highest roll was already 6. lets say you roll 5 and 5. You get a plus 1 bonus there so it is 6 and 5. If you roll 1 and 1 it is actually 2 and 1. If you roll 4 and 2 then it would be 5 and 2. Now a lot of times your not going to see much of a difference in small battles. For example your first turn a lot of times would be 7 v 3 because the General counts as an extra troop. That is still just two bad battle outcomes so you would end in 3 v 3 scenario which I don't recommend. Some players might not want to put there General on the front lines right away because once you lose him/her, you can't get them back. Now when your attacking with large stacks like 38 v 40 for example your gonna see the difference and the Generals group of 38 should win that battle most of the time. Same as defending if its 40 v 30 the Generals group of of 30 should be able to hang on. So again in small battles your not gonna see much of a change but in the large ones it will most likely have a positive effect. :D If you have any other questions about it let me know.

Re: Generals special gameplay option

PostPosted: Sun Sep 15, 2013 12:44 pm
by BigBallinStalin
Meh. I'm not down for dice tampering.

Reminds me of Risk's optional rule: Commander's Rule (1 per turn, turn any dice into a 6 as attacker).

Re: Generals special gameplay option

PostPosted: Sun Sep 15, 2013 12:51 pm
by rhp 1
BigBallinStalin wrote:Meh. I'm not down for dice tampering.

Reminds me of Risk's optional rule: Commander's Rule (1 per turn, turn any dice into a 6 as attacker).


i don't think it mathematically works quite lack that, but math major I'm not....

I actually like the idea a lot... If nothing else, this site is supposed to, in some way if not many, replicate, or at least resemble war... I think this does that... makes battle outcomes more representative of what would likely happen on the battlefield

Re: Generals special gameplay option

PostPosted: Sun Sep 15, 2013 3:12 pm
by KiIIface
300spartans wrote:Concise description:
  • Add Generals or Leaders as Special Gameplay options.

Specifics/Details:
  • A General or Leader adds +1 to your highest roll on both attacking/defending dice.
  • It is always considered an extra troop in the deployment phase.
  • It appears differently on the map.
  • It is the last troop to go when the region it controls is being attacked.
  • Every player gets one General even in team games.

How this will benefit the site and/or other comments:
  • It will add a new and exciting dynamic to the game.

I like it. We have seen dice go up to 7(was it St. Party's day?) for special occasions. The way you explained the dice with examples work too. New medal, General Killer :) I give this a thumbs up.

Re: Generals special gameplay option

PostPosted: Mon Sep 16, 2013 6:45 pm
by spiesr
KiIIface wrote:I like it. We have seen dice go up to 7(was it St. Party's day?) for special occasions. The way you explained the dice with examples work too. New medal, General Killer :) I give this a thumbs up.
Correction: We have seen the dice visually altered so that all sixes displayed as sevens, but no mathematical or mechanical changes occurred.

Re: Generals special gameplay option

PostPosted: Mon Sep 16, 2013 7:00 pm
by betiko
Sorry i don t get it. How would your general be displayed? I first thought you meant one of the players within a team, but you re talking about a territory? Each turn you would decide where you general is? Do you get a general all game long?

Re: Generals special gameplay option

PostPosted: Thu Sep 19, 2013 2:55 pm
by 300spartans
betiko wrote:Sorry i don t get it. How would your general be displayed? I first thought you meant one of the players within a team, but you re talking about a territory? Each turn you would decide where you general is? Do you get a general all game long?


For example your general is displayed as a star on the specific territory he controls depending on where you deployed him. So classic map for example a 8 player game you begin deploying 3 troops..you actually have 4 to deploy total..the 3 regular troops and the one special general troop thats displayed as a star icon. Lets say you drop all on New York so it will read *6 but there is actually 7 troops there. The general is always the last man standing so when hes being attacked and only he remains just the star icon remains no numbers. Once hes killed hes gone for good but if he never dies then ofcourse you get to keep him all game long. :) Think of it as an extra troop that is adding moral to your forces wherever you place him on your first turn until he dies.

Re: Generals special gameplay option

PostPosted: Sat Sep 21, 2013 3:11 pm
by OliverFA
This idea has a lot of potential, but perhaps it could be improved to make it more interesting. One possibility is to have the general in your army since turn 1, but perhaps there could be other ways to earn a general.

- Winning a battle with odds below 20%-10% (like Warlords in Civilization)
- Getting a special General Resource through the XML (think about the mapmaking possiblities!)
- Normal promotion after winning as long as you have more than X armies (like in the classical X-COM)

Good suggestion! :D

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 12:12 am
by DoomYoshi
We should call the special troops spartans, and give them a limit of 300.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 2:06 am
by macbone
I think it would be hard to set up with the current maps, but I like the idea. Risk 2300 AD and some of the other variations uses similar unit types that can roll d8s. It'd be cool to introduce new units like that, but that's likely a long way off.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 3:46 am
by waltero
I have suggested the use of (the)Cards...to be used in different ways (Generals, reinforcements, mulligan, fortifications, etc).
I have been here for a little over a year and have not seen any game change other than Player colors (really have not notice it myself...but I have been told).
I do understand that these things do not happen overnight and that it does take many years to implement such idea's.
Is there anything in the works? If so what are they.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 3:54 am
by OliverFA
macbone wrote:I think it would be hard to set up with the current maps, but I like the idea. Risk 2300 AD and some of the other variations uses similar unit types that can roll d8s. It'd be cool to introduce new units like that, but that's likely a long way off.


If something like this is going to be implemented, the proposal should be made as clear as possible and deal with all the possible issues that will arise.

- How many of those general units will be?
- How can they be acquired?
- How will they affect the attacking AND the defending dice?
- How will they move?
- How will they die?

Right now I can't think about any other question, but probably there are more.

I know that some of the questiosn where answered in the OP but I think it's good to have all of them together.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 4:38 pm
by DoomYoshi
waltero wrote:I have suggested the use of (the)Cards...to be used in different ways (Generals, reinforcements, mulligan, fortifications, etc).
I have been here for a little over a year and have not seen any game change other than Player colors (really have not notice it myself...but I have been told).
I do understand that these things do not happen overnight and that it does take many years to implement such idea's.
Is there anything in the works? If so what are they.


12 player games and bots have been implemented in the past month.

Mulligans will never be allowed by this site.

New gameplay settings, such as you promote are rare to come out mainly because they split the players. For example, when there were only 3 maps, 50% played Classic, 30% played USA and 20% played Asia. Now with >200 maps, if you really like a particular map, it can take longer to fill, because everyone goes off and plays their own settings. There are other risk sites with hundreds of options. You end up getting less variety in games, since players stop making games with obscure settings that nobody will want to play.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 5:36 pm
by OliverFA
You can see it as a way to better evolving to what players like. Instead of removing an option and changing it by something else the site allows to play both versions. At the end the games that get filled are the games more demanded by the public, which IMHO is good. It can happen that an option that got played because there was nothing better get abandoned when that something better appears. For example, I bet many players of chained reinforcements would abandon it in favour of the unlimited adjacent suggestion that is in this forum (I hope I got the name right)

Also, despite there are "favourite" settings there are also "ok" settings. I for example like no spoils, but am Ok playing flat rate, so I join them when needed.

Of course there is the need to keep balance, and new options need to add something new and ineresting, but I think the problem of players base split is compensated by the expandede gameplay and enjoymente as long as the new options are good ones.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 5:40 pm
by waltero
Bots?

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 6:07 pm
by waltero
Hey maybe you can give premium member a General...or Charge money for them. You can hold on to your General as long as you are victorious in any game that you use him.
-You lose a game, lose your general. Better fork out some money cuz it is going to cost you..nobody likes losing their General.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 8:59 pm
by DoomYoshi
waltero wrote:Bots?


click start a game. `Start BOT game.`

Check out this forum for the list of changes:
http://www.conquerclub.com/forum/viewforum.php?f=1

Or check out:
http://www.conquerclub.com/forum/viewforum.php?f=470 for a list of all-time impplemented suggestions.

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 10:24 pm
by 300spartans
OliverFA wrote:If something like this is going to be implemented, the proposal should be made as clear as possible and deal with all the possible issues that will arise.

- How many of those general units will be?
- How can they be acquired?
- How will they affect the attacking AND the defending dice?
- How will they move?
- How will they die?

Right now I can't think about any other question, but probably there are more.

I know that some of the questiosn where answered in the OP but I think it's good to have all of them together.

hey thanks oliver and yes all those questions have already been answered. Every player get one general to deploy at the begining of their turn. You can only give it to yourself and not an extra general for your teamate in team games. It will effect the dice in a slightly positive way on both ends. The general moves and dies just like any other troop pretty much. If you conquer a territory with him he doesn't have to advance there. If hes the last troop left in a territory then the attackers roll of 6 loses to a roll of 5 for example because of the plus 1 bonus and ties win defending. If people think the dice will change dramaticly I can pretty much tell you thats not tge case from playing games with this option on the real board game

Re: Generals special gameplay option

PostPosted: Mon Sep 23, 2013 10:31 pm
by 300spartans
waltero wrote:Hey maybe you can give premium member a General...or Charge money for them. You can hold on to your General as long as you are victorious in any game that you use him.
-You lose a game, lose your general. Better fork out some money cuz it is going to cost you..nobody likes losing their General.


I think thats a funny idea and it has potential to make the site more money but this is meant to be a game option like fog of war or trench. plus a good chunk of players would be losing thier general 1st game and because of that never buy again. Then the vast majority would be losing thier general 2nd or 3rd game in your example.

Re: Generals special gameplay option

PostPosted: Tue Sep 24, 2013 5:04 am
by OliverFA
waltero wrote:Hey maybe you can give premium member a General...or Charge money for them. You can hold on to your General as long as you are victorious in any game that you use him.
-You lose a game, lose your general. Better fork out some money cuz it is going to cost you..nobody likes losing their General.


No offense, but I think better not to do that, or it will become another Magic the Gathering. What do I mean with that? Suddenly, the winner won't be the player with better skill, but the one with more money (and more generals) just like in MTG you need to spend a fortune in order to stand a chance against the other players.

Re: Generals special gameplay option

PostPosted: Tue Sep 24, 2013 5:05 am
by OliverFA
300spartans wrote:
OliverFA wrote:If something like this is going to be implemented, the proposal should be made as clear as possible and deal with all the possible issues that will arise.

- How many of those general units will be?
- How can they be acquired?
- How will they affect the attacking AND the defending dice?
- How will they move?
- How will they die?

Right now I can't think about any other question, but probably there are more.

I know that some of the questiosn where answered in the OP but I think it's good to have all of them together.

hey thanks oliver and yes all those questions have already been answered. Every player get one general to deploy at the begining of their turn. You can only give it to yourself and not an extra general for your teamate in team games. It will effect the dice in a slightly positive way on both ends. The general moves and dies just like any other troop pretty much. If you conquer a territory with him he doesn't have to advance there. If hes the last troop left in a territory then the attackers roll of 6 loses to a roll of 5 for example because of the plus 1 bonus and ties win defending. If people think the dice will change dramaticly I can pretty much tell you thats not tge case from playing games with this option on the real board game


I see. You have everything thougt. :)

Re: Generals special gameplay option

PostPosted: Tue Sep 24, 2013 1:29 pm
by waltero
Not a bad Idea. It would certainly change a guys game play (Targeting Generals and such), Not a bad thing.
Many similar Ideas have come across this sight.
Where is me old friend, Greenoaks?

Coding, time, lack of staff...Not likely to be implemented any time soon (If ever).

That is the simple truth of it.

Re: Generals special gameplay option

PostPosted: Tue Oct 28, 2014 4:55 pm
by Clive
Have played with Generals in the board game, would love to see them added as a special gameplay option on CC.

Great suggestion.