#New Gameplay by 4tCreek

1 messages · Page 1 of 1 (latest)

frosty sundialBOT
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Welcome @cinder cobalt! 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!

stable lynx
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Because you would be resurrecting a dead player you would be forcing an infection right away (there’s literally no other way to get the zombies on the board). And usually after 1-2 hours of the game going on most players are only in a couple stacks. Imagine you are the Aus player and your stack in Siam gets infected. Your game is just immediately over. You are left with like 5 troops.

I wouldn’t really want to play a game mode where the winner is chosen by infection luck

light dust
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i think it could be a good iidea to make a setting, so that players who leave the game become zombies.

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but think someone suggested this idea before

cloud rover
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I have suggested something similar but I’m sure I wasn’t the only one. I also suggested rebel troops mode: where similar to a zombie outbreak one or more of your territories troops turns against the rest and fights only you like a revolution or uprising.

cloud rover
# stable lynx Because you would be resurrecting a dead player you would be forcing an infectio...

My suggestion from a long while ago was actually for human controlled zombie forces. For friends mode zombies games only… once you are killed you come back as zombie troops. So the players remaining would have to face the main zombie hoard as well as smaller zombie factions controlled by their eliminated opponents. Once eliminated you couldn’t win but you could torment your friends for quite a while (thus friends mode only).

stable lynx
cloud rover
stable lynx
cloud rover
# ornate zenith love this idea

If you like this you should look up my foggy sea lanes mechanic. That is my best idea ever and possibly worthy of me just making my own game.

The water areas of any map would be divided into hexagons (if I remember correctly) but unlike the land the territories would be unclaim-able and most of them would be empty. But “ships” could set off from certain designated ports and could move a certain number of spaces each turn (in addition to whatever moves you were making on land) and if you encounter other ships on adjacent spaces at sea they could fight at sea or pass each other peacefully. The seas would always be shrouded in fog so surprise attacks would be possible even in non fog games. Ships could land troops easily at any harbor: an enemy territory as an attack or your own territory as a fortify. And with a penalty they could do a beach landing into any coastal territory. Basically enemy harbors or regular coastal territories would defend at different numbers similar to capitals.

There was some minimum number of troops to man a ship (I think it was 3 but maybe I am remembering incorrectly). And there was a ship or harbor construction cost (but I don’t remember how that worked at the moment).

The land areas would be the same as current rules so any map (with water) could be modified for this mode.

Harbors would be sort of like capitals except you could “buy” them on any turn during the game.

Which leads me to my modified capitals mode where on huge maps the purchase of additional capitals during the game was possible. So building up a wall of capitals would be possible.

I think all purchases in both modes were made with either the sacrifice of cards or troops I can’t remember how that mechanic worked, but it is all written up on this discord somewhere.

light dust
# stable lynx While I think that would be fun that would still have the same problem. It would...

you could maybe for a few selected maps, bc it's not easy to code if not configured beforehand, let zombies appear on territories outside of the main map, on water or something

or a better idea
make it like with blizzards, some territoeries can't be obtained, but zombies can spawn there. and when they do they can be eliminated by conquering the territory, but you don't get it like this, but you get cards or smth. or you get it and if you do this with alll zombie territories they're finally eliminated. but i think it's better to make them unobtainable

cloud rover
cloud rover
# stable lynx Oh so you’re saying it’s already a zombies game. And now some of the zombies are...

Additionally upon revisiting the idea I think coding it so the main zombie hoard will not attack the human controlled zombie stacks unless they are 1s, but the human controlled zombies can attack zombies or humans or both as they wish.

Once a dead player is resurrected as a zombie controller they can never be eliminated fully since as long as there is at least one zombie troop still alive somewhere all varieties of zombies will respawn. And by the regular rules if the condition exists for the main zombies to respawn then the zombie controller’s troops will each respawn on that turn cycle as well. Only by killing all the zombies of every variety and all remaining opponents can you win. So the end game could be very interesting you’d have to fence in and slowly crush not just the main hoard but all the other zombie varieties as well.

Adding a green hue or green border to the troop/ territory color would be necessary to make it clear that the player was eliminated and had returned as a zombie controller. It be cool if they still showed as dead in the icons on right of screen but still got their turn in normal turn order once they respawn (if coding that wasn’t too hard). I envisioned that eliminated human players would not respawn for several turns so if you kill the human players you have a couple of turns to finish the game before things start getting increasingly crazy as all of your dead opponents start spawning in by infecting your troops or green zombie troops.

Zombie controller troops would be spawned at the start of their turn in a similar manner as the main hoard. And their troops would not count as human troops for purposes of computing the main zombie hoard’s ratio to other players troops. (Which is what triggers the different levels of zombie troop gains).

If zombie controller troops of any one color are eliminated then they can respawn by infecting either human or main zombie hoard troops, but main hoard troops only respawn by infecting human troops.