#New Gameplay by lucibot

1 messages · Page 1 of 1 (latest)

stone oarBOT
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Welcome @midnight widget! Any feedback from the community will show up here.
Please note that this thread discussion is not shared with SMG.
It is solely for the RISK Community to discuss ideas & provide constructive feedback!

midnight widget
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Forgot to include, but the dice sides could be paired with trading (so you gain boosted dice on trade-in) - this would make 'no carding' an unviable strategy because you'd have weaker dice as a result too

serene venture
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How would it increase the luck factor? What matters is output randomness, not input. If you still can lose 0, 1 or 2 troops, it’s about the distribution of those outcomes. For d6, 3v2 that’s fairly even. Unless you create a distribution where you boost the likelihood of 0 and 2 troops lost (which more sides probably doesn’t, as a first guess, without checking), it seems unlikely the “luck factor” will go up.

midnight widget
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Ties are less likely as more sides are added so it'd give a slight edge to attacking Vs defending I'd think?

serene venture
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Agreed, but if the attacker wins more consistently that’s less random right? 😅

midnight widget
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Hm, yeah - so not increasing luck factor then

That said it's a different approach to adding modifiers (without requiring extra dice)

So it'd be interesting to see how it'd impact the success rate (for both defending & attacking, depending on which is boosted, or by how much)

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Changing how the dice are used could be done in so many different ways too, like # of troops that are lost could be a roll after the success / loss is decided

Could also be a more consistent way to boost capitals (with marginal increases available rather than just large jumps) - adding a dice is a 50% increase in dice, adding an extra dice side is only a small increased chance of success (where a 7 or 6 is a definite defender win) - only a 16.6~% increase instead of a 50%

cerulean mountain
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I think adding more dice sides would tilt the game heavily for the attacker. For example hitting zombies right now doesn't use the defending bonus (win on ties) and they are super squishy because of it. With more dice sides the side that rolls more dice gain a bigger and bigger advantage. So it would work great on killing bots in ranked, but it would give the win to the first player, because they are the first one to have access to the huge attackers advantage turn 10.

dreamy musk
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When you increase random factors to alter "luck" it punishes skill. If you want "bigger dice" it should a) be smaller increases, and b) lose smaller numbers... in other words basically a + to your die roll, sure, occasionally d8 vs d6 could be amusing, but just like others have said, it means nothing when you still roll low.

Looking at more of what others said just further increases why I think this isn't such a great idea, especially jumping up as high as d24...

As others have pointed out, making it unlock at specific turns greatly favors the earlier players, heck even making it linked to specific territory favors early players because they can target those territories first. Maybe a card that Augments your rolls on the turn you trade (like, it's still soldier, calvary, artillery, but it's also "+1 to your rolls the turn you trade", or maybe even, "for X turns" or even as little as "for the next X territories your attack or defend"

midnight widget
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One thing it'd help address is stalemates in longer games^

fallow pewter
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Wouldn't it address them in an unfair way? The first player can keep the status quo and strike the moment the odds shift towards the attacker.

solar mirage
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Zero carding’s the way to survive in a number of situations. If you make it unfeasible, you’re dead if you get a bad spawn or someone decides to be a noob and smash you for no reason.