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Resource Domination

Suggestions that have been archived.

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Do you like the idea?

Yes it's awesome
3
20%
Yes, but it needs adjustments (plese post your adjustments)
2
13%
No, it's far too complicated for me (please post your simplifying suggestions)
4
27%
No, it's utter crap regardles of any future modifications
6
40%
 
Total votes : 15

Resource Domination

Postby DiM on Mon Feb 26, 2007 9:46 am

i was just thinking how to make this game a little different. and it hit me. Resources.

i don't really know if this can be implemented but here is the idea.

we have the classic map (or any map)
and we have resources scattered around it. these resources can be randomized for each game or they can be in fixed positions.
they are gold iron and wood (or any other 3 depending on the them of the map (strontium titanium and plutonium for a space map) ). and they provide important bonuses. 3 gold 15 troops 3 iron 10 troops and 3 wood 5 troops.
you might say the bonuses are too big but here is the catch:
each player has a capital city wich he choses at the start. and in order for the resources to be gathered the teritory must be linked to the capital. like a supply line. in a decent size map (40 teritories) there should be 3 gold 6 iron and 9 wood. or at least somewhere around 40% of the total number of territories.


lets' take the idea a little bit further. these resources can be added to any type of game just for spicing things with extra armies or they can be used for a whole new type of game. Resource Mogul. where the objective is to get hold of all the resource territories.
you'll say it's damn hard and basicaly holding all territories and linking them to the capital means you'll have to conquer the whole world.
not exactly, for this game type a new feature is introduced. the Economic Branche. which acts as a second capital or a gathering point. you get this by holding and linking 3 resource fields of the same type for 3 turns. and you get to chose where to build this Economic Branche just like you chose the capital. there will only be 3 EB allowed in the whole game and if you lose one you won't be able to rebuild it so chose wisely.

edit// just one more thing. in this Resource Mogul game type the resources don't give bonuses. they're just the objective.

with the capital there are 2 options: if it gets conquered you build it again elsewhere next turn (or after 3 turns) OR you can't rebuild it but you can conquer it back. in the second option if the enemy conquers your capital he can use it as his own Economic Branche.

More could be developed on this subject but let's see if you like the idea first. please vote.
Last edited by DiM on Mon Feb 26, 2007 10:43 am, edited 1 time in total.
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Postby yeti_c on Mon Feb 26, 2007 10:20 am

Interesting to say the least...

Not convinced on it but I voted the 2nd one!!!

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Postby DiM on Mon Feb 26, 2007 10:29 am

if you have any suggestions feel free to post them. also posting what you like/don't like also helps. this way i can make a clear analisys and improve the idea.
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Postby yeti_c on Mon Feb 26, 2007 10:34 am

DiM wrote:if you have any suggestions feel free to post them. also posting what you like/don't like also helps. this way i can make a clear analisys and improve the idea.


I know - I'm still contemplating it... the routing is kindof similar to Civlization 3n4 where you had to build roads to get resources... which is clever...

Not sure about the Branch bits... and what about mixed resources? (i.e. you had one of each you get more - similar to cards?)

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Postby DiM on Mon Feb 26, 2007 10:39 am

i was also thinking about mixing the resources but i don't know how this can be coded.

if i have 2 gold 3 iron and one wood, do i get the bonus for 3 iron or for 1g+1i+1w??
but what if i have 3 wood 3 iron and 3 gold. do i get the bonus for each separate group or for groups like 1g+1i+1w?? or both.


plus it gets a bit more complicated and most people want it simple.
with just bonuses for 3 of the same kind it's clear what you have to attack in order to break the bonus.


the EB was introduced because as i said before. if you must own all resources it means you must own the whole world. and it is nothing special about it. with the EB you simply must own some strategic locations.
Last edited by DiM on Mon Feb 26, 2007 10:41 am, edited 1 time in total.
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Postby vic on Mon Feb 26, 2007 10:40 am

i like it... anything different to spice it up =)
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Postby LewisJB3 on Mon Feb 26, 2007 11:43 am

I like it if it's an option, and not necisary, it'd be hard to do it to all the maps, you could pick certain maps....
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Postby DiM on Mon Feb 26, 2007 11:54 am

of course it is an option. you can choose the game type, the map, playing order etc, and an extra option would be: resources or not.
Something like this:


Game Type: -Standard -Terminator -Assassin -Doubles -Triples -Resource Mogul
Play Order: -Freestyle -Sequential
Bonus Cards: -Escalating -Flat Rate -No Cards
Fortifications: -Chained -Adjacent -Unlimited
Resources: -Yes -No

and if you choose Resource Mogul as the game type, resources are automatically selected.
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Postby Dr. Jim on Mon Feb 26, 2007 12:56 pm

The game already impliments resources, though indirectly.
Asia has the most resources, you get seven bonus armies for holding it.
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Postby DiM on Mon Feb 26, 2007 1:07 pm

have you read the first post??
did you understand my idea?

if the answer is yes to both then why did you post a comment like that??
it's not on topic and it contains no usefull info. what's the point?

plus territories are not resources they're simply territories. why introduce resources? simple. for fun. one more varriety one more goal. maybe some people want something new.
if you don't like the idea please post a valid comment or don't post at all. i accept all suggestions i'm allways open to new things but i don't like people that simply come and say: "no, it's crap." without a valid arguement.

so please be so kind and tell me what is wrong with my suggestion and we'll improve it together.

:wink:
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Postby DiM on Tue Feb 27, 2007 9:19 am

any new thoughts regarding my idea??


this was a carefully disguised bump.
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Postby max is gr8 on Tue Feb 27, 2007 2:22 pm

This is a bit like risk 2000 :roll:
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Postby DiM on Tue Feb 27, 2007 2:42 pm

hmm risk 2000. i googled it. it looks nice although complicated. i'll give it a try with my friends.
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Postby CreepyUncleAndy on Tue Feb 27, 2007 2:52 pm

Fun idea....but not in the spirit of RISK. This is a highly abstract, simple game. There is one unit type: ARMIES. There is one resource type: MORE ARMIES. If you include more complicated resources than that, you are inviting much more complexity in the game, such as different unit types. I guess I'll brainstorm with you....

RESOURCES:
Gold -- needed to pay your soldiers and maintain your territories
Grain/Food -- needed to feed your soldiers
Wood/Lumber -- needed to construct ships, forts and cannon carriages
Iron -- needed to make numerous weapons and implements
Coal -- needed to work iron, and transmute it into steel

UNITS:
Infantry -- cost 1 unit per Infantry -- the backbone of any military force; ?infantry must outnumber all other units in any movement of troops (attacking/fortification)?; Infantry are always the first casualty in an exchange.
Cavalry -- cost 1.5 unit per Cavalry -- fast-moving light units, great for flanking; give +1 to one die on attack and defense rolls they participate in, but the second attacking unit destroyed is always a Cavalry unit (to be "fair", it is assumed that a defending field officer will not risk his horses protecting his entrenched forces, so defending Cavalry units are not destroyed until all Infantry accompanying them have been destroyed first).
Artillery -- cost 2 unit per Artillery -- cannon supporting other units, provide covering fire, etc; give -1 to enemy's highest die in any exchange. If all Cavalry have been eliminated, Artillery become the second casualty whenever an opponent's attack/defense roll scores two hits.
HQ -- cost 2.5 unit per HQ -- one must be present with any group of attacking units; if defending territory does not contain an enemy HQ, attackers have advantage

See how complicated things got already? It would be lots of fun, but demand a whole new game to be written.

Let's play out an example for fun. Red attacks Blue. Red has 1 HQ, 1 Artillery, 1 Cavalry and 3 Infantry to attack with (leaving a fourth Infantry behind). Blue is defending with an identical force.

Round one:
ATK: 1, 2, 3 (+1 ATK Cavalry -1 DEF Artillery = 3)
DEF: 5, 6 (+1 DEF Cavalry; -1 ATK Artillery = 6)
Blue scores two hits on Red; Red looses 1 Infantry, then his 1 Cavalry.

Round two:
ATK: 4, 5, 6 (-1 DEF Artillery = 5)
DEF: 1, 6 (+1 DEF Cavalry -1 ATK Artillery = 6)
Blue and Red both score one hit, so both loose an Infantry.

Round three:
ATK: 2, 3, 4 (-1 DEF Artillery = 3)
DEF: 4, 5 (+1 DEF Cavalry -1 ATK Artillery = 5)
Blue scores two more hits against Red. Red looses his third Infantry and his 1 Artillery. Left with only his 1 HQ surviving, Red beats a retreat from the field, and Blue prepares to bring the war to him....
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Postby DiM on Tue Feb 27, 2007 4:33 pm

sounds great :P i love it.
it's alot more complicated than my idea but i love it :P
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