#Design Discussion
1 messages · Page 1 of 1 (latest)
The glass cannon / anti cap idea is really interesting. I wonder how that would be played.
One possible strategy is that no one would ever try to hold those territories with more than a tiny expendable number unless they had a mega stack, but everyone would try to route their attack through the territory to get an advantaged roll(s) on neighboring stacks. So it might create a sort of no man’s land since you would be foolish to leave a stack on the territory or any of the adjacent territories if there were any open stacks nearby which could attack through the area.
But maybe it would go a completely different way.
I notice my analysis probably applies better to use of anti caps on a larger map. On this one there are few territories that are more than one step removed so everyone could always be open to attack through.<<
For sure, I'm not really sure what would happen either. The idea behind it was to increase aggression and action. Its a high risk, high reward sort of thing. If you're behind in troops it could give you an opportunity to come back against a stronger opponent as well.
But in the back of your mind you always gotta remember that whatever you put there is in danger. I think, it would need to be tested to really see how it would work.
I like the idea of territories on the map having properties (not un-similar from the great wall on that one china map).
But have seen opposite caps (I may have even posted the idea myself once) proposed before and wonder would your fixed territory with attack advantage and defense weakness get the “anti cap” name or would that name go to the Caps mode where otherwise regular functioning caps are set to one dice defense. I always thought this would be a good mode as you’d have to protect your cap as it would be the weakest space with only one dice defense. So you could stack them super high but it would make more sense to leave them as a 1 and protect them behind other stacks. Think of them as battle field command centers rather than castles and the play mode makes a lot of sense. You’d have to position your cap with an entirely different mind set… capping in a corner so you could block it in would now make sense.🤣
Perhaps calling the mode I’m proposing “command center mode” would make more sense since much of what is capital mode play style would not be part of this mode. I could even see a mode where loosing your command center meant immediate surrender of your troops into a neutral bot. So I guess I answered my own question. The name anti caps goes to your glass cannon territories.
Technically with a capitals troop limit - it acts that way - in that troops will get high enough that say 50 is nothing - but it still does act as "higher defence" - just "limited higher defence"
I thought it'd be interesting to have capitals where you can't attack / move troops from it - but you can either add up to a limit or otherwise defend it from elsewhere. It'd mean dead end capitals would be a good thing rather than a bad thing - and limits the stalemate effect from too many troops
For glass cannon style territory you are safer staying away - but when someone is progressing they'd likely want to defend its borders (and as it's many borders, would still be weak enough to break - and then attack the other borders from the glass cannon territory)
I think it'd be more of a "too dangerous to expand to" area - so it may have a flip effect of scaring players from fighting one another near it
Genuinely I have no idea. Parlox made a lot of wild gamemodes for the GM tournament, and usually its very difficult to predict how they will go. But eventually a meta will be developed around it. It could very well see it as a gateway territory too, where you don't actually stay on it but attack your opponent through it. Ofc that would only work if it wasn't blocked.
That would be kinda cool tbh. Protecting a weak point yeah. That could allow for some pretty interesting strats, maybe even allow for capruns the same way we have 70% runs
Also putting those "caps" in a blocked area would probably be tha play
Also in case a no bonus map doesn't comply, I can make up some bonuses that are just very difficult to hold
@dusk coral
Your red territory follows similar rules to the Risk Legacy system of Radioactive areas, where you lose 1 troop a turn if left on an area that is radioactive.
I do like the bonus attack idea.
I can see the paraells for sure haha