I would also, as long as the map is Circus Maximus or Draknorsaraith wrote:I'd like to give that a try, actuallySuicidalSnowman wrote:I'll play a test game (gentleman's rules) if people are up for it.
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I would also, as long as the map is Circus Maximus or Draknorsaraith wrote:I'd like to give that a try, actuallySuicidalSnowman wrote:I'll play a test game (gentleman's rules) if people are up for it.
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
That's 3... anymore takers?Joodoo wrote:I would also, as long as the map is Circus Maximus or Draknorsaraith wrote:I'd like to give that a try, actuallySuicidalSnowman wrote:I'll play a test game (gentleman's rules) if people are up for it.
I don't think that would matter, as they could just skip the reinforcement phase of the turn. At least, not in regards to this suggestion. Maybe you were suggesting something different.ManBungalow wrote:I wonder if this couldn't be coded into the next map XML upgrade - X can conquer Y, but X cannot reinforce to Y.
Did you have...you know...an ACTUAL REASON why you feel this is a bad idea in practice, or did you just want to say something without any justification?sailorseal wrote:In theory good idea but bad idea in practice
drunkmonkey wrote:I honestly wonder why anyone becomes a mod on this site. You're the whiniest bunch of players imaginable.
Ron Burgundy wrote:Why don't you go back to your home on Whore Island?
We've played a game like this, Game 1696286, it was fun. Works really well.SuicidalSnowman wrote:I'll play a test game (gentleman's rules) if people are up for it.
Having no supply lines would be the unrealistic option tbh.Halmir wrote:
- Stops all that unseemly and (quite frankly) implausible shuttling about of armies across maps, planets or even solar systems every turn.
drunkmonkey wrote:I honestly wonder why anyone becomes a mod on this site. You're the whiniest bunch of players imaginable.
Ron Burgundy wrote:Why don't you go back to your home on Whore Island?
I'm skeptical as well.. Although it does sound interesting, it could have some downsides to it.. But then again, all gametypes has some sort of a downside to them.. I would try this if it were implemented thoughJoshyBoy wrote:I'm not so sure....
I am fairly certain that after adding Nuclear spoils, having a No Reinforcement option does not take the game much further into left field.Metsfanmax wrote:This site is based around variants of a particular board game... removing the reinforcements would basically make this a totally different game. New options are cool, but if we vary too much we'll start to lose focus.
As to this, I can think of one potential reason against it - not enough people interested to justify the development time required to implement it. It does not necessarily sound like a bad option, per say, so long as there is enough interest in it. I'd play it, but would not be terribly disappointed if it was never implemented.Falkomagno wrote:Another option its wellcome I think. Show some reasons agaisnt it.
i agree , but we have a lot of (not risk)in CC like nuclear spoils freestyle ways , fog of war , maps , manual start is diferent from the original manual i mean in risk too, why not try this ?!Metsfanmax wrote:This site is based around variants of a particular board game... removing the reinforcements would basically make this a totally different game. New options are cool, but if we vary too much we'll start to lose focus.
Is this really on the to-do list? I'm in full support of it and think it would provide a really interesting twist to the game. While some of the previous posters had mentioned that it might create eternally long games, so what? I like playing games that last forever and I was directed to one game that includes AAFitz that looks like it has been going on for more than one year.Tisha wrote:do this.
I said so.
lackattack
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