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Real Random Deployment

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Real Random Deployment

Postby mczet on Wed Mar 07, 2007 10:08 am

Three all over the place is not random deployment. Real random deployment would have some places with one, some with more.

The current system would seem to end many games before they even start with the heavy dependence on winning a 6 vs 3 on your first turn to get a card.
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Re: Real Random Deployment

Postby yeti_c on Wed Mar 07, 2007 10:10 am

mczet wrote:Three all over the place is not random deployment. Real random deployment would have some places with one, some with more.

The current system would seem to end many games before they even start with the heavy dependence on winning a 6 vs 3 on your first turn to get a card.


This isn't a bad shout actually - but what happens if you get 10 in Mongolia - that's neither good to man nor beast - 10 in Indonesia is ace however...

It's a good halfway house instead of having placement choice.

C.
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Postby CreepyUncleAndy on Wed Mar 07, 2007 3:17 pm

Each player's armies would be placed one at a time on a randomly selected territory that is either empty or occupied by that player. After the game places one army for a given player, the game places an army for the next player in the rotation. Sounds like a fun option to choose for new games.
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Postby boberz on Wed Mar 07, 2007 4:07 pm

what happens to the territories that do not get picked, or is there going to be a maximum amount of armies at the start. Also i like it the way it is more like risk and it seems more logical. Cant be an option that is silly, so a no go for me.
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Postby mczet on Fri Mar 09, 2007 11:14 am

We've been playing this style on our own private risk site for a few years not. Heres how it works.

You get countries assigned randomly. Its just as if the cards were shuffled and dealt out. What you get dealt are the countries you own. You start with one (1) on each country. Then the program goes around and randomly puts armies down on your countries. In several years, we've never seen someone get more than 5 or maybe 6 in a really rare instance on one country. Usually you get 2-4 on a bunch and some ones left lying about.

We then all complain about the distribution program and how we all got screwed, again!! :)

We also play Mission Risk rules, and what this does is force everyone to try and figure out how they might be able to integrate their mission with their initial setup, while at the same time, not looking too obvious about going about it. You don't get first turn reinforcements, so obviously everyone is looking about to kill one of those lonely 1's lying about to get a card. Still, I find the odds far better than being stuck with a 6 vs 3 on your first turn, and if your luck impaired like I am, being shafted right from the get go. Escalating card game, sure, I'll just plunk and not attack, don't wanna be first anyway, but in flat rate, you really don't want to fall behind in the card race alot.

What this site has that our private club dosen't, is lots of variants to choose from. What really kills it for us joining in here is several things.

1. Not having the above play options.
2. The colors. Its really hard to tell colors apart on this color scheme on lots of the maps. They seem to have chosen fancy over useability. Anyone who is even remotely colorblind cannot play at all as there is no way alternative way to determine ownership.
3. That 24 hour clock. How in the world is that not optional and or adjustable? What, I can't go fishing AND play Risk?

I was going to list a #4 as being an endless parade of really clueless 12 year olds thrashing about in games (I've played about six so far and at least half of them had more than one player who was clearly just wandering about with a bag over their head, or even worse, just wandered away.) But, after having discovered that a premium membership can allow one to get away from them I was able to cheerfully withdraw that comment.

Really, this site is just soooo close to being able to provide everything to everyone, I'd like to see it take those final steps.
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Postby boberz on Fri Mar 09, 2007 11:20 am

for the above you seem to need greasemonkey for the colourblindness and also i would say that a lot of what you want is being worked on currently. I like it the way it is because it is the fairest, the nearest to real war would be deploying your own troops once you have found your territories but as this cannot work practically very well this is the fairest system. Most people around this place do not want more random/luck factors so like the fair system.
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Postby mczet on Fri Mar 09, 2007 11:40 am

I have Greasemonkey, but unless I'm missing something it just shows me so and so, says how many cards and how many armies they have. The blues and greens especially tend to blend into the background on some of the maps, and sometimes its darn near impossible to tell the yellow from the white neutral apart.

Real war!!?? This is RISK man!! Damn the torpedos and roll them bones! Heck, they probably don't want more randomness cause it makes the game harder! :)
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Postby Evil Semp on Fri Mar 09, 2007 11:50 am

This is the link to the colorblind Grease Monkey script. http://www.conquerclub.com/forum/viewtopic.php?t=6672
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Postby WidowMakers on Fri Mar 09, 2007 12:49 pm

What about randomly deploying 1 army per territory (instead of the 3 we get now). Then having a 24 hour period of deployment. For the 24 hours the map is filled with 1's. You deploy the remainder of your armies (if you normaly had 9 terr * 3 each = 27 so there woudl be 18 left) on any territory you own. When the 24 hours is up, play like normal for any gametype.

There would then be 2 deploymnet options. Standard and whatever we call this.
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Postby mczet on Fri Mar 09, 2007 1:55 pm

Seems like that would just create the 'clump and crash' game, where you piled everything into a clump, and crashed it into something else.
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Postby Molacole on Fri Mar 09, 2007 4:04 pm

if attacking a 6 vs 3 isn't your cup of tea then I would suggest you hold off on getting a card. Especially if you go first. somebody is bound to fortify a troop near one of your 3's and when they do you add 1 troop to your 3 and it's almost a 100% chance of getting a card while you just added 3 from the first round and 2 from the second round onto your main army PLUS gained a territory...

The only thing that happens is you lose your turn in the cash in card rotation so it's not a big deal...

More tips and info available in my "How to Play RISK like the Pros" book avaiable for $19.95 via PM's! Warning: delivery may never make it to your house, but rest assured I will spend your money.
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Postby mczet on Fri Mar 09, 2007 4:47 pm

In a flat rate card game? Yeah, being behind in cards is a great way to start.

Again, why should there be a 'settle for' solution instead of actually making the option possible?

Really, it dosen't matter much, cause from the basic "I attack it because it seemed like fun at the time" style that has been a common to most of the games I've tried does not enamor me to continue.
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