#New Gameplay by Flak

1 messages · Page 1 of 1 (latest)

open tuskBOT
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Welcome @unreal bear! Any feedback from the community will show up here.
Please note that this thread discussion may be shared with SMG, but its primary purpose is for the RISK community to discuss ideas and provide constructive feedback.
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jaunty siren
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hell no, horrible idea

unreal bear
# jaunty siren hell no, horrible idea

I don't really care about your opinion since you are known to say you hate every idea I post even when If I copy YOUR exact idea and posted it. You just do what your toxic 5 masters do. lol and I don't care if yall downvote my idea. That is pretty childish though to downvote it just in an attempt to bother someone.

quasi bloom
unreal bear
sweet finch
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The dice is a major part of risk, just taking it away is dumb

cunning mulch
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I wanna see what it's like (I just don't think it would ever be competitively viable)
I like maths though, game of subtraction, not too different from a game of attrition

sweet finch
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Ill do neutral vote instead

halcyon slate
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I'm not sure how this would play out and if it would be anywhere as good as the original "Risk".

I'd definitely be interested to see this play out in a simulation.

unreal bear
unreal bear
sweet finch
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My question is, do they still lose troops? If so how reasonable is it? Like is it still random or is that also set? @unreal bear

unreal bear
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A cap would have 2x strenth so you would have to attack a 10 with a 21, then he would always lose his 10 and you your 20.

sweet finch
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Hmm interestint

cunning mulch
stone forum
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I like the concept but if you attack you have no troops left at all to defend with after for that spot.Maybe you automatically lose like a certain percentage of troops but that's it?

unreal bear
stone forum
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Different spin on it

unreal bear
unreal bear
# stone forum Different spin on it

It is basically the way the game is played now in everyones head. lol. I mean, who attacks a 10 before they have 12 anyways? Who attacks a cap with less than double? All it is is guarenteeing the expected results.

stone forum
stone forum
unreal bear
sweet finch
unreal bear
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We could call it "Kamikaze" dice or something lol.

unreal bear
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@cunning mulch Really thinking about it, it should be 2 will always kill a 1. So 9 would kill 10. That would be a better way. 2 would kill the 1 and have 1 troop on each territory.

cunning mulch
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It could otherwise support blank territories (e.g. kill enough but none left to move to next territory) would make it like manual placement (empty territory anyone can take)

cunning lion
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I actually like this in certain contexts. Though I assume that the gambling aspect of the game is what a lot of people like about it. But let's say were playing exponential no fog. This completes the chess like nature of that zone. The game becomes truly calculable. Perhaps even in a progressive game this could incentivize more aggressive play(the major thing risk needs to do at the moment), since you can know for certain that you can make some elimination. Currently you have to be like oh well, in the worst case I will just fail this kill and lose, can't go for it. And the margin of error there can be very large. I don't like the 1:1 or 2:1 modifiers you have suggested though. That's almost certainly too high. Probably you replace that ratio with whatever the average of the current attacker's advantage is in either case. Something like 1.6:1 for caps and 1.1:1 for normal territories. All in all solid idea and i'd be fine with it being rotated into some "rotating test setting" slot that I do think SMG should develop. @unreal bear