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1756273353 Conquer Club • View topic - pre-game round
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pre-game round

PostPosted: Mon Jun 08, 2009 8:38 am
by slowreactor
Concise description:
  • to allow a pre-game round where people can deploy their extra troops on the territories they already own, just like in real Risk.

Specifics:
  • So far, the only option for troop deployment when the game begins is 3 on every territory that you own. What the pre-game round would do is to take the 2 extra troops off of every territory and allow the players to deploy those troops on the territories they already own, which will make it very similar to actual Risk. I am not asking for a complete change, just for the option of doing this or the original drops when the player creates the game.
  • However, this will not affect they way that territories are distributed in the beginning.

This will improve the following aspects of the site:
  • It will make it more similar to Risk
  • Decrease frustration on chained and adjacent games, esp. on large maps
  • Quite a few other sites do it already

Re: pre-game round

PostPosted: Mon Jun 08, 2009 9:15 am
by Rabid bunnies
I actually wonder if the stagnate and random dispersal of 3s is a hidden blessing. We know quite a bit about how the dice and drops are blamed quite often. I wonder about games where the frustration geared towards CC's drop is geared towards other players before the game even starts.

Player A) Deploys on East Australia
Player B) Deploys on Argentina
Player C) deploys on Northern Europe

Player A) Deploys on West Australia
Player B) Deploys on Peru (Player B now realizes A is going to take aussie unopposed, this isn't good for B because SA is much tougher to defend.)
Player C) Deploys on Scandinavia

Player A) Deploys on New Guinea
Player B) Deploys on Indonesia to interrupt Player A.
Player C) Deploys on Great Britain

All of a sudden player A takes offense and deploys on Brazil to spitefully (and tactically) block off SA's bonus.

The 2 will likely begin exchanging words accusing each other of being multis with player 3 who is taking Europe so easily.

Whenever we tried to play non-random dispersal... the player taking Europe was rarely interrupted, everyone was waiting on everyone else to interrupt Europe without wanting to commit themselves to the task of being Europe-hopeful's victim.

The same goes with deciding to place extra men before the game begins... certain people will take exceptional offense to having otherwise easily attainable bonuses stolen from them before round 1.

As bad as CC's drops can be blamed... when it comes to intentional play of others before the game starts... you would see a huge spike in the ammount of "sabotage" claims.

Jasmine

Re: pre-game round

PostPosted: Mon Jun 08, 2009 9:49 am
by slowreactor
A couple of things:

First of all, I am still an advocate of random drops. Second of all, if it was implemented, it would be an OPTION to make the game that way, not a pre-made decision. Besides, actual risk is not played by putting 3 on each territory. This would appeal more to hardcore purist fans of Risk.

Besides, if you are a good player, you will not leave someone completely unattended to specifically go after another player, unless you are teaming up.

Re: pre-game round

PostPosted: Mon Jun 08, 2009 9:55 am
by Thezzaruz
Do you envisage one single round where we, in some sort of freestyle style, put down our armies when and where we see fit or do you want a structured turn-by-turn way of doing it??? And how much time do you intend to allow for this???

Also this has been suggested before and put onto the "to-do" list as "pending" but that thread is gone for some reason.

Re: pre-game round

PostPosted: Mon Jun 08, 2009 10:16 am
by slowreactor
it would be just like a round. In freestyle, it would be a freestyle turn. In sequential, it would be a sequential turn. The time limit would be probably 24 hours, just like normal. If you time out during the pre-game round, the computer would automatically place 3's on everything you have, to prevent you from going out too early.

Re: pre-game round

PostPosted: Mon Jun 08, 2009 10:45 am
by Thezzaruz
slowreactor wrote:it would be just like a round. In freestyle, it would be a freestyle turn. In sequential, it would be a sequential turn. The time limit would be probably 24 hours, just like normal. If you time out during the pre-game round, the computer would automatically place 3's on everything you have, to prevent you from going out too early.


But only one round??? Meaning it is nothing at all like RISK. Then what do we gain???

Re: pre-game round

PostPosted: Mon Jun 08, 2009 11:01 am
by slowreactor
we can't actually make it like risk, since there will be likely 50 or more rounds just for deploying, even more on bigger maps. One turn would still allow the essence of the game to come through w/o bogging down players with a game that lasts months.

Re: pre-game round

PostPosted: Mon Jun 08, 2009 4:10 pm
by wolfpack0530
to be fair, there would have to be 2 deployment rounds, as the last person to deploy has the advantage. First deployment round, each player deploys half of their troups as they see fit, and the other players do it also sequentially. in freestyle, same thing goes, deploy half of your troups (no more , no less).

Second deployment round, everyone deploys the rest of their troups. There will still be an advantage to going last, however this may be mitigated by that person taking their turn last once the game starts.

Re: pre-game round

PostPosted: Mon Jun 08, 2009 4:16 pm
by pimphawks70
slowreactor wrote:Concise description:
  • just like in real Risk.

[*] will make it very similar to actual Risk. [/list]

[*]It will make it more similar to Risk



RISK is a registered trademark of Hasbro Inc. Conquer Club is not associated with RISK or Hasbro in any way.

:o :o :o

Re: pre-game round

PostPosted: Mon Jun 08, 2009 5:55 pm
by Thezzaruz
pimphawks70 wrote:RISK is a registered trademark of Hasbro Inc. Conquer Club is not associated with RISK or Hasbro in any way.


Completely irrelevant though as the game rules isn't illegal to copy, especially one as common amongst strategy games as the "take turns to deploy".

Re: pre-game round deployment

PostPosted: Fri Jun 26, 2009 10:16 am
by slowreactor
bump

Clarified a bit more on title.

Added poll.

Re: pre-game round

PostPosted: Fri Jun 26, 2009 12:17 pm
by Martin Ronne
I would like to control were my troops go.

Re: pre-game round

PostPosted: Fri Jun 26, 2009 5:37 pm
by wolfpack0530
wolfpack0530 wrote:to be fair, there would have to be 2 deployment rounds, as the last person to deploy has the advantage. First deployment round, each player deploys half of their troups as they see fit, and the other players do it also sequentially. in freestyle, same thing goes, deploy half of your troups (no more , no less).

Second deployment round, everyone deploys the rest of their troups. There will still be an advantage to going last, however this may be mitigated by that person taking their turn last once the game starts.




I think this guy said it best ;)

Re: pre-game round

PostPosted: Fri Jun 26, 2009 6:30 pm
by slowreactor
Robinette wrote:I'm okay with the current Classic Art map...

although it would be nice if someone wrote a greasemonkey script that would display different names.
It could be anything, as long as you could instantly identify the place from the name.

But if there was to be a change, i would prefer to see the starting deployment gameplay change.
Try playing a real game of RISK with your friends and see how different it is placing your armies vs CC's autodeployment of 3 per territory. The strategy unfolds entirely differently. lol... this is what our confident CC players first discovered when they played at the International RISK Tournament.


Perfect, perfect, perfect. And I found this on the GD forum, lol.

Re: pre-game round

PostPosted: Tue Jan 05, 2010 12:43 pm
by max is gr8
this has been done right? So shouldn't this be done and moved?