#Settings and Modifiers by Anomalie ✨
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I should have added, it would also potentially help balance out the early player / late player differential, in that player 6 could cap the territory that has 1 on it, that is strategic to them, but they otherwise can't do because it's adjacent to a larger stack that would hit them first...
yes love this idea
thanks! yeah like I like it as an option... doesn't mean all games have to be that way, but it allows for a different dynamic if you want that 🙂
and like... realistically, most of the time, early cap grabs don't always work out well... without the territory/bonuses to back them up, they're just fighting fodder, and then you have a bunch of people botting out bc they lost their cap too early...
Having "immune" territories has a much too high troll and abuse potential.
how do you mean?
like can you give an example? I don't really understand how that would work, but like... I'm open to learning
For example if someone caps on an entrance to a 1 point hold as player 1, they can now fully move all troops off cap to get that place and not worry about defending that at all. Australia would be one of the weaker examples for this. This dynamic would force later players to actually always cap inside of these bonuses to prevent the snowball.
Or somebody would be able to cap next to you and not worry about getting slammed when you go first.
okay, yeah... I mean it's not perfect and could have some issues, but so does the default system, with people slamming caps early on and then people botting out bc they lost their cap and the general imbalance between earlier and later players. I think it's still interesting as an option.
Not saying I would even play every game that way. it's just nice to have options
You can already play semi auto to place all troops under your cap, or sandbox allows to have more starting troops, but a full immunity will create more problems than it solves.
that's true... but I don't really see it as solving a problem per se, as much as offering a different dynamic.
new options are just that - options. people can take them or leave them. exponential cards, dynamic starting troops are recent changes that give the game new options. and then setup options like manual, semi-auto etc also do the same. I think it's good to have different settings 🙂
on some maps (and with other settings) this might make more sense than others, as is the case with other settings...
perhaps one caveat that could be added in this mode to prevent people from leaving 1 on their capital is that something akin to normal capital defense rules (that kick in >3 troops) could apply ie capitals left with <4 troops would lose their immunity (so you can't move everything off cap, but you can have a 4 stack for the first round without getting hit)
or even something like...
cap immunity starts at:
round 1: 4 troops
round 2: 5 tropps
round 3: 6 troops
round 4: caps are open season
that would at least ensure people have to make decisions that ensure they can't leave caps entirely unattended but still bolsters defense for the first 3 rounds
ye that seems balanced, maybe raise it a bit more though for next 2 rounds
like you mean past the first 3 rounds?
like I mean more troops than just 4 5 6 rounds 1 2 and 3 needed maybe a 4th round as well if needed
hmm, what would you suggest?
like I think 5 troops round 1. round 2 would be bumped to 8 and round 3 would have 12
I dunno, I think in round one the idea is someone should be able to have a 4 capital and not be threatened
ah ok thats fine
This will maximize trolling towards to player with the first turn. Imagine everyone always surrounded the first guy to go each match. lol
I'm not really sure what you mean
Because everyone knows they can surround an enemy capital with no consequenses whatsoever for 3 turns. Also people will be counterpositioning left and right. Would just be a strong disadvantage now for the first people to go.
Wherever you place you capital, if I go after you, I can always place it in the right spot to beat you in the long term of the match.
I guess, I mean they also have to worry about thier own cap and stuff
They will have no fear. If they have 3 turns to build it up then their cap is safe.
not if they're dicking around putting troops around someone else's cap
I don't think you have the knowledge to understand what I am saying. Each player would be putting all their troops on their own capital to fortify it. The person who place their capital first is now surrounded by 3,4 or even 5 enemy capitals and is now completely blocked off the rest of the match. Alternatively even having one person half block you at a strategic point is usually game over when the late game arrives.
how often does one capital get surrounded by 5 other capitals? lol
also you can cut the condescending please
I am not condensending. You don't understand enough to know what I am saying. If the caps are invincible for 3 turn that means you can place them anywhere. That means EVERYONE will ALWAYS use that ability at the start of the match to block the first players to go. That so far has only been balanced currently by the starting troops on each territory and the fact that the first player will reinforce his capital first.
saying "I am not condescending" and then claiming I don't understand something is ..... what's the word for it....