CC already has a lot of maps and it is hard to imagine something new with the existing set of limitations. The idea I have to propose is adding some shapeshifting ability to a map. Features of such a map are not always stable and they may change from turn to turn.
This may include something as simple as a bridge getting open to cross or not from round to round or something as complex as a wheel of fortune spinning each round around, completely changing positioning and even bonuses. The changes may be predictable (each 2 turns the bridge changes status) or random (each turn the bridge has 50-50 of being open or close)
Other examples, so as to make my point
Every 3 turns a ship comes to new "world" and the ports get a +2 autodeploy
"Classic" England has 33% chances of rain, resulting in a -1 killer neutral
The swamps next to Moria have 50% chance of overflowing, causing the whole area to become trench like for that round
A "CUBE" map (I am referring to the film) has its chambers moving around all the time, changing positions
Basicaly, there is no limit of what someone can imagine if the maps were not stable
Just an idea, I ignore if something like that is technicaly possible, but maybe the idea is interesting to map makers
Suggestion for new type of maps
Moderator: Community Team
Forum rules
Please read the community guidelines before posting.
Please read the community guidelines before posting.
- osok68
- Posts: 401
- Joined: Sun Nov 04, 2012 11:21 am
- Gender: Male
- Location: for complaints,write it down on my other account-wall:USUK2.0
Re: Suggestion for new type of maps
- Sirius Kase
- Posts: 328
- Joined: Wed Feb 06, 2013 6:35 pm
Re: Suggestion for new type of maps
Sounds interesting, I'd play, I'm always looking for interesting maps. Not sure about programming difficulty, but it doesn't sound to be more difficult than killer neutrals, another feature not in the original risk-style game
- Trephining
- Posts: 54
- Joined: Mon Oct 19, 2009 7:04 pm
Re: Suggestion for new type of maps
People would complain that the random map features are slanted against them, just like they complain about the dice now. That isn't a reason to avoid it, just point out that there will be a new wave of complaining and whining and misunderstanding of probability.
- Sirius Kase
- Posts: 328
- Joined: Wed Feb 06, 2013 6:35 pm
Re: Suggestion for new type of maps
It would equally unfair to everyone, just like the dice. If it's equally unfair to everyone, should we be concerned? Only problem is you can't do probability calculations reliability, but we still play.
- macbone
- Posts: 6217
- Joined: Wed Jun 03, 2009 7:12 pm
- Gender: Male
- Location: Running from a cliff racer
- Contact:
Re: Suggestion for new type of maps
That sounds pretty fun, actually!
The Transformers Risk game isn't really great, but it has transformable features - a factory that can open or close, and when it opens, it gives you an extra troop, things like that.
The Transformers Risk game isn't really great, but it has transformable features - a factory that can open or close, and when it opens, it gives you an extra troop, things like that.
- Sirius Kase
- Posts: 328
- Joined: Wed Feb 06, 2013 6:35 pm
Re: Suggestion for new type of maps
Krazy Kingdoms sort of already does what you are suggesting. You can only enter the main board from your starting point if you have no troops on main board. That's like a border that opens and closes, but it's not random, it depends on where you already have troops.
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Suggestion for new type of maps
i think you might find this topic interesting: Dynamic shapeshifting maps
“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
- Sirius Kase
- Posts: 328
- Joined: Wed Feb 06, 2013 6:35 pm
Re: Suggestion for new type of maps
Thanks, that looks like a very interesting thread.
