#Settings and Modifiers by Anomalie ✨

1 messages · Page 1 of 1 (latest)

earnest thicketBOT
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Welcome @tropic saffron! Any feedback from the community will show up here.
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tropic saffron
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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...

upbeat rock
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yes love this idea

tropic saffron
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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 🙂

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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...

broken fog
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Having "immune" territories has a much too high troll and abuse potential.

tropic saffron
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like can you give an example? I don't really understand how that would work, but like... I'm open to learning

broken fog
# tropic saffron how do you mean?

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.

tropic saffron
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Not saying I would even play every game that way. it's just nice to have options

broken fog
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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.

tropic saffron
# broken fog You can already play semi auto to place all troops under your cap, or sandbox al...

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 🙂

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on some maps (and with other settings) this might make more sense than others, as is the case with other settings...

tropic saffron
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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)

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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

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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

upbeat rock
tropic saffron
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like you mean past the first 3 rounds?

upbeat rock
tropic saffron
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hmm, what would you suggest?

upbeat rock
tropic saffron
hollow harness
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This will maximize trolling towards to player with the first turn. Imagine everyone always surrounded the first guy to go each match. lol

tropic saffron
hollow harness
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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.

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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.

tropic saffron
hollow harness
tropic saffron
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not if they're dicking around putting troops around someone else's cap

hollow harness
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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.

tropic saffron
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how often does one capital get surrounded by 5 other capitals? lol

also you can cut the condescending please

hollow harness
# tropic saffron how often does one capital get surrounded by 5 other capitals? lol also you can...

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.

tropic saffron