#Existing Gameplay Changes by SnapCat!

1 messages · Page 1 of 1 (latest)

coral flaxBOT
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Welcome @north fern! 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!

keen marsh
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Aha I just posted this in grandmaster channel on Friday 😄

It's not exactly the same issue, but same area.

The +1,+2,+3 troops were based on "probably lost 3-9 territories by their turn, this should account for the drop, roughly"
It was also a community specific request that got that out there 🥳

My personal thoughts on starting troops is that it fails to account for map size (& starting territory counts as a result)
A good example would be:

Airship (among us map), Capital Conquest, Auto Placement, 6 players
As players 5 & 6 are placing last, they will usually have to sacrifice strategically optimal capital positions in favour of "random territories with slightly more troops" - to ensure capital is kept.
However, players 4 & 5 especially, have a pretty good chance of getting a 100% success rate attack on capital turn 1.
So, players 5 & 6 have near zero chance of survival

It's kinda similar for other massive maps (command base c1x comes to mind) - basically just all 1s (and starting earlier = almost guaranteed bonuses)

And the reverse route, tiny maps like simple world, rivertown, - you have 120 troops on the board spread across maybe 20 territories (or less!) - land locking any possibility of expansion

I absolutely agree on there being an issue there, but I think we've got different ideas for how to fix it (upvoting as still better than current version)

-# note: it's worth voting on your own idea too as your vote counts (even for your own ideas) when it's sent to dev team - they also just see vote counts (not who voted what)

atomic glade
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Same for 1v1 - player 2 gets a couple of extra troops (and I think zombie 1v1 they get even less), but on larger maps, the first player can start with a lot of territory, therefore deploy a lot of troops, conquer a bunch of territory, making player 2 start with fewer territories/troops