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Moderator: Cartographers

 max is gr8
				max is gr8
			










 
		captainwalrus wrote:the.killing.44 wrote:I personally won't play any map with a dice adjustment. Terrible idea that ruins the integrity of R*sk.
Seconded!

 WidowMakers
				WidowMakers
			


















 
		<territory>
<name>Tanks</name>
<border>Weak Soldiers</border>
<dicemodifiers>
   <dx>d3
   <lowerbound>4
</dicemodifiers>
<territory>
<name>Weak Soldiers</name>
<border>Tanks</border>
<dicemodifiers>
   <dx>d6
   <lowerbound>1
</dicemodifiers>
 max is gr8
				max is gr8
			










 
		max is gr8 wrote:I like yours best WidowMakers
Though I'd suggest a base figure still.
E.g. Tanks have a fairly consistant power level but soldiers vary a lot more so it could be:
So in the above example the tank can be 4-6.
Soldiers can be 1-6.

 Evil DIMwit
				Evil DIMwit
			








 
		So how about this?Evil DIMwit wrote:Another option is to let certain territories have extra dice offensively and/or defensively. You still match the highest two dice on each side, but the player with the advantage has more chances.

 WidowMakers
				WidowMakers
			


















 
		

 natty dread
				natty dread
			












 
		
 captainwalrus
				captainwalrus
			



 
		WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)

 Evil DIMwit
				Evil DIMwit
			








 
		Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.

 WidowMakers
				WidowMakers
			


















 
		WidowMakers wrote:Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.
actually with 3 attack dice and 5 defense dice, the attacker could lose 1,2 or three and the defender could lose 1,2 or 3 as well.

 Evil DIMwit
				Evil DIMwit
			








 
		Evil DIMwit wrote:WidowMakers wrote:Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.
actually with 3 attack dice and 5 defense dice, the attacker could lose 1,2 or three and the defender could lose 1,2 or 3 as well.
My suggestion would be that you still only take the top two dice, rather than as many matches as possible. I think that would be simpler.

 ender516
				ender516
			










 
		ender516 wrote:Evil DIMwit wrote:WidowMakers wrote:Evil DIMwit wrote:WidowMakers wrote:Example:
A castle with 5-d6 dice might not have a good bonus, but it will be very hard for a standard 3-d6 attack to kill it.
(of course other GP considerations need to come into play to make sure nothing is too lopsided.)
For reference, with 3 attack dice and 5 defense dice, the chances are about 10% of the defender losing two troops, 21% of each losing one, and 69% of the attacker losing both.
actually with 3 attack dice and 5 defense dice, the attacker could lose 1,2 or three and the defender could lose 1,2 or 3 as well.
My suggestion would be that you still only take the top two dice, rather than as many matches as possible. I think that would be simpler.
If there are still only two troops in jeopardy, then extra dice shift the odds, but do not offer the opportunity for qualitatively different game play the way that dice bonuses can.

 Evil DIMwit
				Evil DIMwit
			








 
		Evil DIMwit wrote:ender516 wrote:Evil DIMwit wrote:My suggestion would be that you still only take the top two dice, rather than as many matches as possible. I think that would be simpler.
If there are still only two troops in jeopardy, then extra dice shift the odds, but do not offer the opportunity for qualitatively different game play the way that dice bonuses can.
I thought that was the aim... well, it's one or the other then.

 ender516
				ender516
			










 
		<territory>
<name>Desert Wasteland</name>
<border>Lush Oasis</border>
<border>Seaside Town</border>
<decaytype=reinforce>1</decay>
 max is gr8
				max is gr8
			










 
		
 Mr_Adams
				Mr_Adams
			

















 
		Mr_Adams wrote:for conditional borders, perhaps the opposite? a border opened up if you DON't hold a certain territory? this could be set up so that a person could not be held in a bombard only territory. They could move out if they don't own any attacking territories. of corse, there would always have to be alternate routes, so that a person couldn't hide in an unnattackable territory.
<Territory>
<Name>Front hall</Name>
<Borders>
  <Conditional>
    <Required>Key1</Required>
    <Required not>Blahblah</Required>
    <Border>Locked door1</Border>
 </Conditional>
  <Border>Open door</Border>
</Borders>
<coordinates>.....</coordinates>
</Territory>


 natty dread
				natty dread
			












 
		E.G. [iteration of 4, in a loop]
Round 1: Continent A is worth +3
Round 2: Continent A is worth -1
Round 3: Continent A is worth +1
Round 4: Continent A is worth 0
Round 5: [repeat] Continent A is worth +3
Round 6: [repeat] Continent A is worth -1... (And so on)Round 1: Continent is worth +1
Round 2: Continent is worth +2
Round 3: Continent is worth +3...
 potiusmori
				potiusmori
			











 
		
 Mr_Adams
				Mr_Adams
			

















 
		
 dolomite13
				dolomite13
			
















 
		dolomite13 wrote:Suggestion Idea: Elimination Zone

 Evil DIMwit
				Evil DIMwit
			








 
		dolomite13 wrote:Suggestion Idea: Deployment Zone
Description: This would allow a mapmaker to create a continent and set it as a deployment zone. A deployment zone would be the only territories that you could deploy forces to.
Why It Should Be Considered: This would allow mapmakers to limit where bonuses could be deployed but still allow the players a choice. For instance if you has a tech tree you could limit it so no forces except autodeployed ones could be deployed there.
Lack Label (Mod Use):

 *poke
  *poke
 Mr_Adams
				Mr_Adams
			

















 
		
 Mr_Adams
				Mr_Adams
			

















 
		dolomite13 wrote:Suggestion Idea: Elimination Zone
Description: This would allow a mapmaker to create a continent and set it as an elimination zone. An elimination zone would be the only territories that count towards eliminating a player. When they were eliminated from this zone the game would be over for them, all of their forces outside of the zone would become an equal number of neutral armies.
Why It Should Be Considered: This would allow maps such as Research & Conquer to create two separate army zones independent of one another. You could create a tech tree that granted bonuses but could not be accessed by military forces.
Lack Label (Mod Use):
Suggestion Idea: Deployment Zone
Description: This would allow a mapmaker to create a continent and set it as a deployment zone. A deployment zone would be the only territories that you could deploy forces to.
Why It Should Be Considered: This would allow mapmakers to limit where bonuses could be deployed but still allow the players a choice. For instance if you has a tech tree you could limit it so no forces except autodeployed ones could be deployed there.
Lack Label (Mod Use):


 yeti_c
				yeti_c
			













 
		
 Evil DIMwit
				Evil DIMwit
			








 
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