Classic times ten
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Classic times ten
What about a board exactly like classic expect that every army from starting troops to continent bonus and territories bonus are multiplied by 10. So every territ starts with 30 armies, aussie is worth 20 and so on... im not sure how deep this change is and if can be made into just a map or if it needs further changes or options, i can see at least a problem with the card values. And another with the server requirements.
It would significantly change this board game experience has it would diminish luck factors in several diferent ways. The obvious and main one being the dice, that would be much less significantly. Sastisfying 99% of the menbers that ever had dice related issues...
Another is the army we must leave behind in each country also with less weigth in the gameplay.
Tell me what you guys think about it
It would significantly change this board game experience has it would diminish luck factors in several diferent ways. The obvious and main one being the dice, that would be much less significantly. Sastisfying 99% of the menbers that ever had dice related issues...
Another is the army we must leave behind in each country also with less weigth in the gameplay.
Tell me what you guys think about it
Re: Classic times ten
uh....
how does this resolve luck issues?
how does this resolve luck issues?
Re: Classic times ten
How doesnt it!?mibi wrote:uh....
how does this resolve luck issues?
No one would ever have to roll the dice because they would be killed before they had their turn
Re: Classic times ten
Ok how many hours do you have to play this game? Yeah a lot of rolls could be automated but would it really moderate wild dice luck?
Re: Classic times ten
i doesnt resolve them completly but surely takes much of the problem... instead of 6 on 3 having 2 or 3 dice rolls would increasse to 20 or 30 dice roles and with repetition the odds aproach the average...mibi wrote:uh....
how does this resolve luck issues?
just the standart deviantion would be smaller and much less often we would see 6 not being able to take out the 3, its actually more likely that you could take out 2 territs with 30 each with the 60
i dont you are looking at it right.... someone would be eliminated with almost the same ease as in the normal classic board. Just the startegic options would be much more relevant and althgouth 60 could in theory take out 60 easy you would also loose almost all of your armies leaving no defence and considering the 3 normal reinforments would be 30 you would be taken out.t-o-m wrote:
No one would ever have to roll the dice because they would be killed before they had their turn
like i said, i think that the gameplay wouldnt be different than it is now, its just that all the strategy and tactical elements would have much more weight and luck much less. i dont think we would see faster games or more suicides.
and i posted here to considerer the feasabily of this being integrated in a a board, not with any changes to cc. just another map.
- max is gr8
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Re: Classic times ten
In a way this is not a bad idea... For people who like builders games.
On a more serious note it would just be the same game with more units.
On a more serious note it would just be the same game with more units.
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
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whitestazn88
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Re: Classic times ten
its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
- gimil
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Re: Classic times ten
I disagree. The concept of having more armies to me is a fun one. Image your first turn on classic. You depoly 3 on a terr, you have 6. you attack 6v3, you loose, you attack 4v3, you loose. Now your on 2v3 with each side rolling two dice.whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
now take the x10 approach. you get 30 and depoy. thats 60v30. you attack, you loose, 58v30, you attack, you loose. now you have 56v30. I prefer those odds!
But making the muliplier to large risk you putting people in a sitution where people auto attack to often just because they have large numbers. The key to doing something like thi right is what divider you use to incrase armies.
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
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rsacheli
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Re: Classic times ten
I fixed your mistakes for you... As for odds... To start your odds are better because the attacker gets an extra die more times but all in all I think this just sounds dumb...gimil wrote:I disagree. The concept of having more armies to me is a fun one. Image your first turn on classic. You depoly 3 on a terr, you have 6. you attack 6v3, you lose, you attack 4v3, you lose. Now your on 2v3 with your opponent rolling two dice to your one.whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
now take the x10 approach. you get 30 and depoy. thats 60v30. you attack, you lose, 58v30, you attack, you lose. now you have 56v30. I prefer those odds!
But making the muliplier to large risk you putting people in a sitution where people auto attack to often just because they have large numbers. The key to doing something like thi right is what divider you use to incrase armies.
- gimil
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Re: Classic times ten
What makes it dumb? Just calling someone dumb doesnt make your argument stand. You have to convince me its dumb.rsacheli wrote:I fixed your mistakes for you... As for odds... To start your odds are better because the attacker gets an extra die more times but all in all I think this just sounds dumb...gimil wrote:I disagree. The concept of having more armies to me is a fun one. Image your first turn on classic. You depoly 3 on a terr, you have 6. you attack 6v3, you lose, you attack 4v3, you lose. Now your on 2v3 with your opponent rolling two dice to your one.whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
now take the x10 approach. you get 30 and depoy. thats 60v30. you attack, you lose, 58v30, you attack, you lose. now you have 56v30. I prefer those odds!
But making the muliplier to large risk you putting people in a sitution where people auto attack to often just because they have large numbers. The key to doing something like thi right is what divider you use to incrase armies.
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
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whitestazn88
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Re: Classic times ten
well the idea in my mind is that the classic map is classic
i don't like the idea of people bastardizing the original game of RISK, although this is a non-hasbro affiliated site with a similar game with the concept of conquering the globe.
you take your chances, its a game of risks vs rewards... you don't always need to capture a territory to win a game
i don't like the idea of people bastardizing the original game of RISK, although this is a non-hasbro affiliated site with a similar game with the concept of conquering the globe.
you take your chances, its a game of risks vs rewards... you don't always need to capture a territory to win a game
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rsacheli
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Re: Classic times ten
Not saying your dumb, just that my opinion is that the idea is dumb... Besides this isn't a map idea its a gameplay alteration to an exsisting map... Create a new map to implement this gameplay on...gimil wrote:What makes it dumb? Just calling someone dumb doesnt make your argument stand. You have to convince me its dumb.rsacheli wrote:I fixed your mistakes for you... As for odds... To start your odds are better because the attacker gets an extra die more times but all in all I think this just sounds dumb...gimil wrote:I disagree. The concept of having more armies to me is a fun one. Image your first turn on classic. You depoly 3 on a terr, you have 6. you attack 6v3, you lose, you attack 4v3, you lose. Now your on 2v3 with your opponent rolling two dice to your one.whitestazn88 wrote:its kinda like the concept of cc mogul... except this is kinda dumb, because classic is supposed to be classic. if you wanna have lots of armies, sign up for a build game
now take the x10 approach. you get 30 and depoy. thats 60v30. you attack, you lose, 58v30, you attack, you lose. now you have 56v30. I prefer those odds!
But making the muliplier to large risk you putting people in a sitution where people auto attack to often just because they have large numbers. The key to doing something like thi right is what divider you use to incrase armies.
Re: Classic times ten
CC City Mogul...rsacheli wrote:Not saying your dumb, just that my opinion is that the idea is dumb... Besides this isn't a map idea its a gameplay alteration to an exsisting map... Create a new map to implement this gameplay on...
Re: Classic times ten
whitestazn88 wrote:well the idea in my mind is that the classic map is classic
well, first of all the original risk as nothing to do with this as if i recall you get to chose where you deploy your armies on first turn. And you never get escalating cards for instance, or bombardments or ..... Its all huge strategical differences, and i guess youll never see that ever here on cc.
second, it its still a risk a reward game even you do play with 10 times more armies, i really fail to see what point you mean to make with that statment... As for build games, I must say that I dont think you got the idea... The point is not to have huge amount of armies... but to have equal chances of winning. we would all have the same amount of armies and so relativly noone would have such huge amount of armies... It is really jus a matter of turning down the chances of lucky\unlucky streaks
third the main idea is the armies times ten, it can be aplied to any map, doesnt have to be classic... I think world 2.1 would be a great map to play like this as well, but any other board would do fine too. I just said classic cause it is the most used board and the one we all now better
Regarding cc mogul, i am not sure of how it will work but it seems to have only the continents bonus multiplied by five not the starting armies and it really must go together or the first player who gets a bonus might gain a huge advantage...
Now about the dumbness on this thread, i must say that it is way too easy (and much dumber) to say something is dumb and not saying why, or not presenting a better idea or not even showing any clue that you understand what is being talked about...
Gimil, thank for the support, do you think this is feaseable?
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Re: Classic times ten
My risk boards rule book only has esc cards for play. It even has a system to count where you are in cash in value.ZeroDJoe wrote:whitestazn88 wrote:well the idea in my mind is that the classic map is classic
well, first of all the original risk as nothing to do with this as if i recall you get to chose where you deploy your armies on first turn. And you never get escalating cards for instance, or bombardments or ..... Its all huge strategical differences, and i guess youll never see that ever here on cc.
Back on the idea of having a classic map with a multiplier, I still like it. Adding a little variation to the classic game is always fun.
Pepsi is good, pepsi max is better
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
Re: Classic times ten
But Coke is better than Pepsi! Not sure what the implications of that are for the analogy, though...gimil wrote:Pepsi is good, pepsi max is better
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Re: Classic times ten
Its all a matter of opinion!ZeakCytho wrote:But Coke is better than Pepsi! Not sure what the implications of that are for the analogy, though...gimil wrote:Pepsi is good, pepsi max is better
[/off topic]
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
Re: Classic times ten
Lemonade is better lolZeakCytho wrote:But Coke is better than Pepsi! Not sure what the implications of that are for the analogy, though...gimil wrote:Pepsi is good, pepsi max is better
On Topic:
it could be a good idea but i don't think i would play it much as it would take too long.
- gimil
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Re: Classic times ten
Game engine related rather than foundry. Try it out in suggs and bug reportsAndroidz wrote:Is it possible to make this a Mod for all maps?
[Multiplier] [Normal]?
Although all maps would have to still be balanced with the multiplier.
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
Re: Classic times ten
only esc cards... wow cool!. mine and all i've seen only have flat!gimil wrote: My risk boards rule book only has esc cards for play. It even has a system to count where you are in cash in value.
Back on the idea of having a classic map with a multiplier, I still like it. Adding a little variation to the classic game is always fun.
Pepsi is good, pepsi max is better
so, you like it... good! how can we make this happen?
can the card values be modified? can the drop be of 30 instead of 3?
is it possible? is it easy?
Re: Classic times ten
ZeroDJoe wrote:only esc cards... wow cool!. mine and all i've seen only have flat!gimil wrote: My risk boards rule book only has esc cards for play. It even has a system to count where you are in cash in value.
Back on the idea of having a classic map with a multiplier, I still like it. Adding a little variation to the classic game is always fun.
Pepsi is good, pepsi max is better
so, you like it... good! how can we make this happen?
can the card values be modified? can the drop be of 30 instead of 3?
is it possible? is it easy?
Sooooo?
can this be done?
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whitestazn88
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Re: Classic times ten
not a good idea...
- gimil
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Re: Classic times ten
I think it would be done, but not with random starting positions! Ill have a talk with one of the XML guru's and get back to you.ZeroDJoe wrote:ZeroDJoe wrote:only esc cards... wow cool!. mine and all i've seen only have flat!gimil wrote: My risk boards rule book only has esc cards for play. It even has a system to count where you are in cash in value.
Back on the idea of having a classic map with a multiplier, I still like it. Adding a little variation to the classic game is always fun.
Pepsi is good, pepsi max is better
so, you like it... good! how can we make this happen?
can the card values be modified? can the drop be of 30 instead of 3?
is it possible? is it easy?
Sooooo?
can this be done?
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
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Emperor_Metalman
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Re: Classic times ten
good idea, but there should be a minimum of 10 armies left in each conquered territoryZeroDJoe wrote:What about a board exactly like classic expect that every army from starting troops to continent bonus and territories bonus are multiplied by 10. So every territ starts with 30 armies, aussie is worth 20 and so on... im not sure how deep this change is and if can be made into just a map or if it needs further changes or options, i can see at least a problem with the card values. And another with the server requirements.
It would significantly change this board game experience has it would diminish luck factors in several diferent ways. The obvious and main one being the dice, that would be much less significantly. Sastisfying 99% of the menbers that ever had dice related issues...
Another is the army we must leave behind in each country also with less weigth in the gameplay.
Tell me what you guys think about it
