That's why I called it a light review. I hope things get better for lackattack but c'mon, 3 years is a LOT of time when it comes to the internet. Anyway, fingers crossed to see this AA option working before the end of the decade
Thanks to the CC staff for the perma-ban on [player]۩░▒▓₪№™℮₪▓▒░۩[/player]!
fumandomuerte wrote:According to the light review from Play Risk Online our beloved Conquer Club lacks Major Command's vitality . I, for one, partially agree, specially when it comes to updates-related topics like this. I do understand how hard it is to keep a site like this but you have a lot of people paying for a good service...
i play at Major Command as well & they have really beautiful maps with clickies standard,
but not many of them they take forever to load on my tiny download speed i can not foe someone who pisses me off they don't have many players the forum is close to dead tournaments are few and far between
yes, vitality is important
But all this vitality comes directly from members of the community, who give their time to the site for free. I don't blame any contributor, map maker or tournament runner, because they do it for free not receiving anything but the personal satisfaction of doing it. Even more. The little help that those community members have for their maps or tournaments come from tools created by other members. If we remove the community, what vitality remains, if any?
fumandomuerte wrote:I do understand how hard it is to keep a site like this but you have a lot of people paying for a good service...
I agree. I don't expect thousands of updates for the price we pay. But definitely I expect something.
My favorite part about this idea is how much the game would resemble actual war. It's much more realistic for a territory to attack multiple borders than for an army to go on a rampage. It would be more like a turn is a certain unit of time in which an army can only attack once. Any good strategic video/computer game (i.e. the Total War series) has movement points for each army, but every army can move every turn; so Adjacent Attacks would be much more like the game was probably envisioned to be played when who ever made RISK thought it up.
not true TFO. A territory can attack every territory it borders and advance to any of them, but can't go any further. Think of the ports in Age of Realms or the subway stations in City Mogul - they make very interesting choke points.
mightgolower wrote:My favorite part about this idea is how much the game would resemble actual war. It's much more realistic for a territory to attack multiple borders than for an army to go on a rampage. It would be more like a turn is a certain unit of time in which an army can only attack once. Any good strategic video/computer game (i.e. the Total War series) has movement points for each army, but every army can move every turn; so Adjacent Attacks would be much more like the game was probably envisioned to be played when who ever made RISK thought it up.
Totally agree. This game setting is solid rock. It also reminds my somehow diplomacy.
Thanks to the CC staff for the perma-ban on [player]۩░▒▓₪№™℮₪▓▒░۩[/player]!
OliverFA wrote:And it also rewards long term strategic planning while not making everything depend on one lucky event.
I very much agree with this. It also makes the dynamics of escalating games quite interesting. No longer are there kill runs, there is simply a whole lot of positioning, planning, and waiting for the right moment to push forward. I won't say anything more than that, since anyone who hasn't figured it out will make a nice point farm 5 years form now when this gets implemented
Plus you can monitor your diplomacy quite easily. Much better for anticipating attacks and betrayals, just like the real world. (Didn't help Stalin much though)
In fact. Wasn't the big size of the USSR what prevented the nazis from doing the R*SK style attack they did in smaller countries? The allies were lucky that real world implements adjacent attacks!
I have a question for anyone who is reading (and I am VERY SERIOUS about this):
What are the possibilities of this modification to be outsourced so it can be made by supporters of the game rule and later be incorporated in the site? Or at least, outsourcing as much of it as possible...
OliverFA wrote:I have a question for anyone who is reading (and I am VERY SERIOUS about this):
What are the possibilities of this modification to be outsourced so it can be made by supporters of the game rule and later be incorporated in the site? Or at least, outsourcing as much of it as possible...
That's an interesting question, though I wouldn't hold my breath for a positive answer to this one. At least for anything past something like the AA Enforcer plugin. Anything more I would expect that lack would prefer to keep the site code as private as possible.
OliverFA wrote:In fact. Wasn't the big size of the USSR what prevented the nazis from doing the R*SK style attack they did in smaller countries? The allies were lucky that real world implements adjacent attacks!
That and the weather, if my history serves me. Apparently the Russians added gasoline to their gun oil, which prevented freezing. Also to come out of Stalingrad was the idea that people near starvation need to slowly begin eating again due to sudden drops in phosphorus levels.
Otherwise, good to see some new interest in AA, anyone who wants to play some games, check this thread or viewtopic.php?f=444&t=139346 and try a few.
I have seen a lot of settings get passed that i don't care for, its time to have a setting that i would like, Adjacent Attacks would be a good asset for CC to have, they ever have tournaments already made for it!
09:42:14 * jakewilliams quit (kicked from Trivia Contest by jakewilliams - reason: So long, and thanks for all the fish)