Dice Advantage- Agressor's, Defender's, or Neutral
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- sully800
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Gerazan wrote:Giving the defence wins for all ties gives a 5percent and up advantage to the defence.
You would fix it by making all ties cancel each other out.No loss or gain for either side.
How is that so hard to comprehend.
And yet the attacker still has the advantage because they get to roll more dice...
Gerazan, i hear you. It's cool to want that. But it's not part of what Risk (the game) is. And this site is emulating the board game.
Also keep in mind that eventhough the odds of winning a roll aren't the same, it is some what offset by the fact that sometimes you're the attacker and sometimes you're the defender. And that's where the strategy comes in. You want to put yourself in the situations where you have the better odd.
Also keep in mind that eventhough the odds of winning a roll aren't the same, it is some what offset by the fact that sometimes you're the attacker and sometimes you're the defender. And that's where the strategy comes in. You want to put yourself in the situations where you have the better odd.
- Herakilla
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you cant really have a tie in a real war....
if neither side advances or retreats doesnt that mean the defender won? since he didnt retreat
if neither side advances or retreats doesnt that mean the defender won? since he didnt retreat
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- D.IsleRealBrown
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Gerazan wrote:Giving the defence wins for all ties gives a 5percent and up advantage to the defence.
You would fix it by making all ties cancel each other out.No loss or gain for either side.
How is that so hard to comprehend.
We can see quite clearly that you're making up numbers to justify your argument. Look at the chart.
Every single dice combination possible was performed and the outcome recorded.
For the most common, 3v2 matches
6 * 6 * 6 * 6 * 6 = 7776 possible unique roll combinations.
Attackers wins 2890 of 7776 (37%)
Split wins are 2275 of 7776 (29%)
Defender wins 2611 of 7776 (34%)
Your "solution" would make attacking substantially more effective than defending. The game would denegrate into who can attack first.
Dice Advantages
<Subject>:
Dice advantages
<Body>:
The dice currently work on a 'defender's advantage' system, i.e., if two rolls are the same, the defender wins. My suggestion is for an option between 'defender's advantage', 'agressor's advantage' (if dice are equal, attacker wins) or 'neutral/no advantage' (if dice are equal both armies survive)
Priority: 1
any comments are more than welcome
BTW: awesome site
Dice advantages
<Body>:
The dice currently work on a 'defender's advantage' system, i.e., if two rolls are the same, the defender wins. My suggestion is for an option between 'defender's advantage', 'agressor's advantage' (if dice are equal, attacker wins) or 'neutral/no advantage' (if dice are equal both armies survive)
Priority: 1
any comments are more than welcome
BTW: awesome site
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- Geographical
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- silvanthalas
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I am 'over the dice'. In fact, I like the dice and seem to be having very good luck with them lately. I am not suggesting that the dice are rigged, I am not suggesting that random.org is a bad choice as the random number generator. What I AM suggesting is that this option would bring even more depth to an already excellent game.
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- Ishiro
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I personally would never play a game with "attacker's advantage" giving them the win on tie rolls.
You are only looking at half the dice game.
The defender does get the advantage that he wins on a tie.
The attacker gets the advantage that he can roll up to three dice, while the defender can roll only up to two.
If you want to give the attackers the win on a tie, you need to limit them to two dice and let the defenders get up to three.
You are only looking at half the dice game.
The defender does get the advantage that he wins on a tie.
The attacker gets the advantage that he can roll up to three dice, while the defender can roll only up to two.
If you want to give the attackers the win on a tie, you need to limit them to two dice and let the defenders get up to three.
- joeyjordison
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- GreecePwns
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how about an option for tie rolls lead to both teams losing an army?
Chariot of Fire wrote:As for GreecePwns.....yeah, what? A massive debt. Get a job you slacker.
Viceroy wrote:[The Biblical creation story] was written in a time when there was no way to confirm this fact and is in fact a statement of the facts.
Suggestion: Aggressive Advantage
I got this idea from the game Stratego.
After getting beaten down repeatedly by defending dice that kept rolling sixes, I the thought popped into my head of if it's a tie, it's be nice to have the attacker win sometimes.
So anyway, here's my idea:
When someone is making a match, add the option of "Aggressive Advantage". When turned off, it means nothing, the game is played like any other game is played right now. However, when turned on, in the result of a tied dice roll, the attacker would win, instead of the defending country.
This could really mix up the game a bit.
So anyway, there's my thoughts, anyone have anything to say?
After getting beaten down repeatedly by defending dice that kept rolling sixes, I the thought popped into my head of if it's a tie, it's be nice to have the attacker win sometimes.
So anyway, here's my idea:
When someone is making a match, add the option of "Aggressive Advantage". When turned off, it means nothing, the game is played like any other game is played right now. However, when turned on, in the result of a tied dice roll, the attacker would win, instead of the defending country.
This could really mix up the game a bit.
So anyway, there's my thoughts, anyone have anything to say?
- AndyDufresne
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- DiM
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i'd like it as an option.
with this setting stalemates would no longer happen because attacking would be so much more rewarding.
with this setting stalemates would no longer happen because attacking would be so much more rewarding.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
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gimil wrote:DiM wrote:i'd like it as an option.
with this setting stalemates would no longer happen because attacking would be so much more rewarding.
and DiM would finally have better luck
true my score will probably go through the roof
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku


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