#new dice mode idea

1 messages · Page 1 of 1 (latest)

prisma magnet
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Hello!
I thought of a cool mode to add to the already existing "balanced blitz" and "true random" dice mode. So i'm gonna explain how it'd work to see what you guys think about it.

This new mode would be called "deterministic" and as its name suggest, would leave nothing to chance.
The main advantage is you couldn't get unlucky rolls to make you lose when you played really well and deserve the win, but it also means you can't get lucky rolls when you're needing them to survive in a dire situation..

Under this mode, you would only be able to capture a territory by using the amount of troops required to get a 100% roll in balanced blitz, and you would always lose 1 less troop than there where on the territory you're attacking.
Examples : if you have 4 troops on a territory, you can attack a 1 troop territory and you will lose nothing. And you'd need to have at least 7 troops on a territory to attack a 3 troops neighbour, while losing 2 troops yourself.

I'm absolutely not expecting this mode to become extremely popular if it were in the game, but i think it'd be an interesting mode to try on progressive classic FFA for instance.
I didn't think about what would happen on caps, zombies, or other mechanics modifying how the dice rolls work for how many troops you'd lose to make it fair but i'm guessing one could work something out for it.

So, what do you guys think? Would it be something you'd try if it was in the game?

timid lichen
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Don’t know about how you worked everything out but I think it would be kinda cool to have a dice that isnt luck based at all though idk if its worth it to add it nice idea though

dense wind
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There are quite a few details you'd need to iron out, for this to become a viable proposition, but the idea of a dice option that's even more balanced than balanced blitz definitely has its place in certain contexts

wheat pelican
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Cool idea. For the input-output mapping I think it makes most sense to get rid of the dice completely and just establish a certain mapping. Something simple could be: you kill 1.2 defending troops per attacking troop (less for capitals, more for zombies, etc.). Once you get rid of the dice, funkier mappings are also possible of course. If you want it to be more similar to BB (in general), you could give a bonus/penalty for winning/losing the battle.

bleak peak
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I like it. In fact I always wanted Risk without dice way back in the board game days
As the only mode, deterministic would maybe be bad/boring
But as an additional mode it could be very interesting, and well worth a try.

There are however, details to be worked out or tried out:
Let's see a first try
A troops attack B defending ones
A always loses B troops and takes the country if A>B+1
So 3 vs 1 always wins with losing 1
but what about 2 vs 1. we could say that the attacker always loses 1. (so never do that)

maybe the attacker's advantage is not enough so that the game becomes passive, but maybe it's OK.
can of course be tuned.

I don't think it would have too big an impact on progressive, besides the fact that you could calculate exactly if a kill worked.
Anyway, would happily give it a try

shell token
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Haven’t heard this one before. Nice idea. Might be very good for high level play to take the random chance out entirely, but maybe only for certain settings. As an option for regular play “Deterministic Blitz” might be my preference… as you described for any matchup bigger than 4 attackers against 1 defender but true random for 3 on 1 and 2 on 1 to preserve some small bit of the random chance of war.
Like a lot of players who started with the board game I eventually found all the dice rolling to be mind numbing and enjoy Risk again due to the speed of online play which mainly comes I think from Balanced Blitz.
Back in the board game days we always did want to remove the dice from Risk, but other than playing a separate game of stratego of chess for each army attack (which would have taken even more time like ten times as long) we could never figure out how to lose the dice and keep the board strategy of Risk. Maybe you’ve cracked it.