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Mission Cards...Please read before you judge idea

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Completed Missions = ARMIES...

Poll ended at Thu Dec 06, 2007 5:09 am

Awesome do it
10
53%
Maybe
6
32%
Hell No waste of time
3
16%
 
Total votes : 19

Mission Cards...Please read before you judge idea

Postby Keredrex on Tue Nov 06, 2007 5:09 am

<Subject>: Mission Cards - I really hope this wasnt suggested and rejected already

* Concise Idea - Recently Played the Board game and we (Keredrex & Conquer122) got the idea of incorporatin the Mission cards ito the game...But NOT Getting a WIN For the Completed Mission ....Instead We designated a certain amount of Bonus men Awarded to the player


<Body>:

* Suggestion Idea: Mission Cards Worth Men Not Win
* Specifics: Certain Mission cards are More dificult so we figured..
Make all the (destroy ?Color? Player) Cards Worth an extra 5 men...
and the others 10.
Of course this was quick and needs further discussion but it was interesting and different.
Also certain missio cards can be fulfilled by another player...example 4 player game green gets destroy red player....but yellow finishes RED completing Greens mission... upon Greens turn he would be able to cash in that Mission card... along with any regular cards if he had a set.

unfortunately most maps don't have the (North America) for the Mission card - Conquer North America and Oceaia.... you could change it to read conquer 2 continents that don't share a border...

It should be 1 mission per player...and upon completion you would get another mission....

Also Making up missions could be great... you could have
mission hold a continent bonus for 3 straight rounds
mission conquer 4 territories in one round and control with 2 men in each
mission control only 4 territories
mission survive till the 10th round
mission hold the most territory without receiving a bonus
mission control 2 continents that don't share a border and not chained by controlled territory

it could be interesting what we come up with for missions

Point system should be small as to not unbalance game play...


* Why it is needed: I think those mission cards are awesome and can add a new level of play... Im sure we all had a moment when (only having 2 cards) we wished we had another 5 men...
Last edited by Keredrex on Thu Nov 08, 2007 12:50 am, edited 2 times in total.
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Postby NESconqueror on Tue Nov 06, 2007 6:15 am

It has a possibility of success, but I am staying neutral here...
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Postby Herakilla on Tue Nov 06, 2007 6:15 am

at least you put it in form, but its been suggested already
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Postby amazzony on Tue Nov 06, 2007 8:58 am

It has? Yes, there has been suggested that mission cards would be interesting but I don't know if there has been a suggestion to get troops for succeeding a mission.

Interesting idea but I see no future for it. Because if you are capable of succeeding a mission then you already are the strongest player in the map and the extra men are just helping you to end the game sooner. At least I think that it would be like that in most of the games. But maybe I'm missing something.
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Postby yeti_c on Tue Nov 06, 2007 10:26 am

amazzony wrote:It has? Yes, there has been suggested that mission cards would be interesting but I don't know if there has been a suggestion to get troops for succeeding a mission.

Interesting idea but I see no future for it. Because if you are capable of succeeding a mission then you already are the strongest player in the map and the extra men are just helping you to end the game sooner. At least I think that it would be like that in most of the games. But maybe I'm missing something.


That's not true in the slightest -> I've lost count of the number of real risk games I've won when not being the strongest player on the board by completing (all of (in later version)) my mission(s)...

In my eyes Initial Deployment and Mission cards are the 2 real omissions from this site...

On topic -> I like the idea... When you say some are easier than others -> that's subjective... sometimes you get dealt kill red -> and red starts the other side of the board and gets an easy continent early... thus making it nigh on impossible to succeed!!

Also -> In Real Risk - if someone else completes your mission -> there are alternatives underneath... which are usually harder!! So I don't think people should be able to complete your missions!!

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Postby Risktaker17 on Tue Nov 06, 2007 10:32 am

I think mission cards should be a separate game type, like standard and when someone completes their mission they win. But I don't think there can be territory missions. On doodle Earth it would be impossible to get that many and World 2.1 would be too easy.
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Postby yeti_c on Tue Nov 06, 2007 10:40 am

Risktaker17 wrote:I think mission cards should be a separate game type, like standard and when someone completes their mission they win. But I don't think there can be territory missions. On doodle Earth it would be impossible to get that many and World 2.1 would be too easy.


For these instances you would use a percentage instead of a whole number...

I.e. you need to have 65% (or more) of the territories...

This would scale perfectly...

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Postby Keredrex on Wed Nov 07, 2007 2:30 am

yeti_c wrote:
amazzony wrote:It has? Yes, ....
Interesting idea but I see no future for it. Because if you are capable of succeeding a mission then you already are the strongest player in the map and the extra men are just helping you to end the game sooner. At least I think that it would be like that in most of the games. But maybe I'm missing something.


That's not true in the slightest -> I've lost count of the number of real risk games I've won when not being the strongest player on the board by completing (all of (in later version)) my mission(s)...

In my eyes Initial Deployment and Mission cards are the 2 real omissions from this site...

On topic -> I like the idea... When you say some are easier than others -> that's subjective... sometimes you get dealt kill red -> and red starts the other side of the board and gets an easy continent early... thus making it nigh on impossible to succeed!!

Also -> In Real Risk - if someone else completes your mission -> there are alternatives underneath... which are usually harder!! So I don't think people should be able to complete your missions!!

C.


In a game of 6 players it is possible for a mission or perhaps 2 could be completed in 1 game ..... and you may not be the strongest player... RED could possibly own both North america and oceania = 20 and Green has europe and africa = 26.... which in itself could be 2 missions completed with no decisive winner

also, the amount of men is a key issue ..... in a game like i stated above if Blue had southamerica...and his mission was kill yellow and red took yelllow out as he spread into antartica.....it would give blue an interesting and surprising boost to his defense or retalliation .... or it could mean a final all out chance to regain a territory if you are against the ropes and someone else completes your mission.. again to be fair the amount should be no more than 10... but 6 would be a good
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Mission Cards...Please read before you judge idea

Postby conquer122 on Thu Nov 08, 2007 7:13 pm

While playing the board game with Keredrex, using the Mission Cards as "Bonus Men" instead of winning the game was a pretty cool addition, and it brought a new aspect to the game play which was exciting.

TO ALL THE HATERS: I say try it 8)
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Postby Keredrex on Fri Nov 09, 2007 2:00 pm

Looks like the forum Likes this idea so far

ANY IDEAS FELLOW CLUB MEMBERS?
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