Conquer Club

slower escalating games

Suggestions that have been archived.

Moderator: Community Team

slower escalating games

Postby Nous-irons on Mon Aug 03, 2009 5:41 pm

I think the fundamental principle that the cards *will* increase in value is good. It avoids stalemates on certain maps (especially the big ones), and it keeps games interesting.

But what we know is that escalating games almost eventually degenerate to "I need to attack 1 territory" to get a card or various other things where the focus of the game *becomes* the cards.

Why not a card setting that increases the cards more slowly? Rather than 15,20,25, etc. why not, 10,11,12,13?
Sergeant Nous-irons
 
Posts: 110
Joined: Sun Oct 01, 2006 4:33 pm

Re: slower escalating games

Postby AAFitz on Mon Aug 03, 2009 5:43 pm

actually, it would be called escalating +1. Its kind of a fun setting to be honest.
I'm Spanking Monkey now....err...I mean I'm a Spanking Monkey now...that shoots milk
Too much. I know.
Sergeant 1st Class AAFitz
 
Posts: 7270
Joined: Sun Sep 17, 2006 9:47 am
Location: On top of the World 2.1

Re: slower escalating games

Postby obliterationX on Mon Aug 03, 2009 6:09 pm

Escalating is unique to Conquer Club ( if I'm correct ). It's a very clever and fun setting. I wouldn't mind see more variations of the setting, as well. :)
User avatar
Colonel obliterationX
 
Posts: 953
Joined: Tue Dec 23, 2008 1:52 pm
Location: Yeah

Re: slower escalating games

Postby apb23 on Mon Aug 03, 2009 6:30 pm

Sounds like a good plan...as long as it still prevents stalemates, which is what i think is the main point of escalating.
http://www.chewingglasstees.com/wp-cont ... mbnail.jpg

Highest Score = Colonel...2610 (something like that...a bit higher)....but CC is no fun when up plan for points...
User avatar
Corporal 1st Class apb23
 
Posts: 320
Joined: Thu Jan 29, 2009 12:30 pm
Location: Everywhere that gaz isn't

Re: slower escalating games

Postby ManBungalow on Mon Aug 03, 2009 6:50 pm

obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).

I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: slower escalating games

Postby obliterationX on Mon Aug 03, 2009 7:20 pm

ManBungalow wrote:
obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).

I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.

What is this "R*SK" of which you speak?!?

Anyway, we don't want our lovely escalating being copyrighted now!
User avatar
Colonel obliterationX
 
Posts: 953
Joined: Tue Dec 23, 2008 1:52 pm
Location: Yeah

Re: slower escalating games

Postby Nous-irons on Mon Aug 03, 2009 11:06 pm

Some other options I thought of:

randomised escalating: there's an "upward" trend for the amount of troops you get when you cash in, but simply because the last player who cashed in got 20 troops doesn't mean you'll get more than that next round. The lower bound and upper bound for a set will steadily increase, but you could get anything within those two limits. (Perhaps it could be a linear probability distribution, or it could be normalised...)

colour-coded escalating: the "multiplier" for cashing in will steadily increase, but cashing in a multicolored set will still get you more troops than cashing in a set of red cards. But if it's round 10, say, a red set might now bring you 10 troops and full-colour set would bring you 25.
Sergeant Nous-irons
 
Posts: 110
Joined: Sun Oct 01, 2006 4:33 pm

Re: slower escalating games

Postby Thezzaruz on Tue Aug 04, 2009 4:36 am

ManBungalow wrote:
obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).

I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.


It was an optional rule for the early european editions and the default for the old US and all new editions, hardly "unique" I'd say. :P


obliterationX wrote:Anyway, we don't want our lovely escalating being copyrighted now!


No need to worry...
User avatar
Lieutenant Thezzaruz
 
Posts: 1093
Joined: Mon Feb 04, 2008 2:10 pm
Location: OTF most of the time.

Re: slower escalating games

Postby lord voldemort on Tue Aug 04, 2009 5:07 am

obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ). It's a very clever and fun setting. I wouldn't mind see more variations of the setting, as well. :)

escalating is the official rules...
you know those numbers on the edge of your board!
Image
User avatar
Lieutenant lord voldemort
 
Posts: 9596
Joined: Sat Oct 20, 2007 4:39 am
Location: Launceston, Australia

Re: slower escalating games

Postby sinctheassasin on Tue Aug 04, 2009 7:28 am

Agh, brings back memories.

The risk board I have Is that somethingith anniversary edition.
It had really good drawing, metal
piece in the shape of soldiers, cannons, and Calvary ( with 1, 10, and 5 troops respectivly.)

very nice, but I switched to cc since it's much more efficeant, and a lot more maps :-)
Woop Woop, i love conquer club, why'd i leave for a year?
Who LIkes finishing what they started? :D
Image
User avatar
Corporal sinctheassasin
 
Posts: 490
Joined: Fri Feb 06, 2009 5:57 pm
Location: probably in chat room, advertising conquer crater


Return to Archived Suggestions

Who is online

Users browsing this forum: No registered users