Basically, the idea is that certain territories are made easier to attack/defend with on a certain map.
For example, territory X is a walled city, so it is easier to defend and, while defending, can use an extra dice. Another example would be territory Y has an armory, so it attacks with an extra dice.
In the newer versions of risk, there are airfields that allow the use of an extra dice, so I thought that they would be good for the CC community. I personally think they’ll add strategy to the game by making certain territories more or less desirable.
Please comment on whether or not you like the idea. Also, if both the attacker and defender have 3 dice, should all 3 be compared, or just the top 2, like normally?
multiple dice territories
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blakebowling
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Re: multiple dice territories
This is not risk, its ConquerClub.
- SirSebstar
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Re: multiple dice territories
eh no.Chewie1 wrote:Pretty much the same concept as auto deploys isnt it?
the op (original poster) wants an extra cube during defence. you are talking about 1 extra troops during deply.
either way, no..
Re: multiple dice territories
I think it's a very interesting thing that some territories can have some bonus/malus to attack and / or defense.
This modifier can be in the form of addtional dices or, prefered in my opinion, maluses or bonuses. For example, a walled city could have +1 to defense. making the real defense rol between 2 and 7.
Having said that, I think this suits more in the realm of suggestions for XML updates than for the whole site. This is something that mapmakers would have to code in their maps using the XML. And, in my opinion, makes for a lot more interesting maps. So, why don't you post your suggestion there? (If there isn't one already)
This modifier can be in the form of addtional dices or, prefered in my opinion, maluses or bonuses. For example, a walled city could have +1 to defense. making the real defense rol between 2 and 7.
Having said that, I think this suits more in the realm of suggestions for XML updates than for the whole site. This is something that mapmakers would have to code in their maps using the XML. And, in my opinion, makes for a lot more interesting maps. So, why don't you post your suggestion there? (If there isn't one already)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
Re: multiple dice territories
I just checked and saw it has already been sugested. Go to the end of this page http://www.conquerclub.com/forum/viewto ... 61&start=0
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
Re: multiple dice territories
can we go back to the OP? I believe the suggestion was to allow certain territories to defend with 3 dice, or with only 1, or to attack with 4 dice, or only 2 dice. I think it's a reasonable concept.
Re: multiple dice territories
I also think it's a reasonable concept. I just say that this belongs more to the XML world than to the general game suggestions world.Mr_Adams wrote:can we go back to the OP? I believe the suggestion was to allow certain territories to defend with 3 dice, or with only 1, or to attack with 4 dice, or only 2 dice. I think it's a reasonable concept.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%


