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Strife wrote:If understand that right, you want extra cards that are bonuses, with a bonus that adds to your dice role correct?![]()
If that is right, I think it might hard to program all the different things and bonuses into it. Idk though.
So, I was right?Blastshot wrote:Strife wrote:If understand that right, you want extra cards that are bonuses, with a bonus that adds to your dice role correct?![]()
If that is right, I think it might hard to program all the different things and bonuses into it. Idk though.
OK, its hard to explain, it took me an hour to write the original and try to have it sound good. Well hell to sounding good.
You would have the 3 types of cards ok?Red,Blue,Green. In the game there would be a bonus card for Red, 1 for Green, and 1 for blue. The bonuses add to your percentage of winning in a role.
Hope i helped.
PS: I never said the programing would be easy.
Strife wrote:So, I was right?Blastshot wrote:Strife wrote:If understand that right, you want extra cards that are bonuses, with a bonus that adds to your dice role correct?![]()
If that is right, I think it might hard to program all the different things and bonuses into it. Idk though.
OK, its hard to explain, it took me an hour to write the original and try to have it sound good. Well hell to sounding good.
You would have the 3 types of cards ok?Red,Blue,Green. In the game there would be a bonus card for Red, 1 for Green, and 1 for blue. The bonuses add to your percentage of winning in a roll.
Hope i helped.
PS: I never said the programing would be easy.
insomniacdude wrote:I don't think Lack wants to change the coding for the dice.
JesusReigns wrote:Actually I have heard of this form of risk. It's Lord of the Rings Risk there are generals in the game and that adds plus one to your attack and then there are strong holds that give you bonus to the defense.
A lot of Risk variants (2210, Godstorm, Star Wars etc.) let you do things like this: rolling extra dice, or 8-sided dice, or winning ties, or re-rolling 1s, and so on.JesusReigns wrote:Actually I have heard of this form of risk. It's Lord of the Rings Risk there are generals in the game and that adds plus one to your attack and then there are strong holds that give you bonus to the defense.
Piestar wrote:I like anything that is (a) optional, and (b) would vary game play.
Face it, the more variety you have, the people you can make happy.
Plus even the old-school players might like a little something different once in a while.
This would be a wonderful alternate deck, an option I've favored for awhile.
the real question of course is, can it be done.
So, can anyone tell us, COULD this be done, if the will was strong and the mind was willing?
(NOTE: If a +1 to a dice roll is too difficult, how about an extra attack dice?)
Blastshot wrote:insomniacdude wrote:I don't think Lack wants to change the coding for the dice.
My knowledge of programming is pretty basic but i dont think youd have to change much. With the plus 1 to the roll im pretty sure that you could bypass modifying the dice and just add a little thing at the end. And we dont have to use the extra dice necisarily. IM sure i can come up with other ideas.
Blastshot wrote:<-------------------->
<Subject>:
Concise Idea: Having heroes that provide bonuses to defensive and offensive positions.(example:bonus +1 to roll)
<Body>:
Suggestion Idea: The idea is simple, being a small varient to Risk(Note: Varient has not been experimented with, or played with to my knowledge)
The idea is a way to make Conquer Club different from Risk, whereas now there is little difference.
The idea:
A hero(or heroine): A character that is represented in a game that provides a tactical advantage.
A bonus: A military vehicle or weapon that gives tactical aid to a territory.
How to get a Hero or Bonus Card:
The Hero or Bonus would be Cards in a deck maximum being 3(1 General, 1 Tank, 1 Sniper) per 60 card deck(what i believe is used in Risk). Hero/Bonuses would be a Green,Red,or Blue card(1 hero/bonus per color) and would be 'Cashed In' when a set is played with their card. Hero/Bonuses would not change card sets in any way, so normal card sets would apply. Hero/Bonus cards would NOT have a territory name, but would read the cards name in its place.
Example:
Greenland
Iceland
General
Deployment Of Hero or Bonus Cards
After deploying all normal troops(armies) a screen would appear letting you choose where you want to deploy your Hero/Bonus. It would be the exact same page that you deploy armies with except instead of '# of armies' it would have the Hero/Bonus names in the dropdown menu, and the word 'Armies' would be gone. You would simply click on the hero you want to deploy at that moment then click on the territory you want it deployed on. (Multiple Heroes/bonuses could be played at a time, since there is 3 colors of heroes or bonuses).
Example of Deployment:
Say you had 3 cards, a Green card, a Red Card, and a Blue card. The Blue card was a General Card.When you cashed in the Tricolor set, you would deploy your troops like normal. Then after all troops are deployed, a page exactly like the deployment page would be shown. Then you deploy your General as i described above.
Possible Bonuses:
Tanks: +1 to all Rolls on the territory it occupies
Sniper: +2 to lowest roll on the territory it occupies
General: +1 Dice on the territory it occupies.
Other Possible Names:
Plane
Helicopter
Colonel
How a Hero/Bonus would be displayed after deployed:
Hero/Bonuses would be displayed as a Hero/Bonus by having the 1st letter of the Hero/Bonus beside the army count, or by having an icon beside it if the letter interferes with the colorblind mod.
Example:
3G
3 armies on the territory, with a General as well. Heros/Bonuses do not count as armies! Armies and General are controlled by Red Player.
How a Hero/Bonus would be used in a battle:
Hero/Bonuses do not count as armies but will use bonus instead of the normal armies as dice. You still need 2 or more armies on a territory to attack another territory regardless of Hero/Bonuses!
Example:
G=General
S=Sniper
T=Tank
5G(Attacker) VS 2(Defender)
Red rolls: 2,3,6,4(Rolls 4 dice because of Generals bonus)
Blue rolls: 5,2
Red wins roll.
10(Attacker) VS 4G(Defender)
Blue rolls: 2,1,5
Red rolls: 3,2,4(Rolls 3 dice because of Generals bonus)
Tie Roll
5T(Attacker) VS 3(Defender)
Red rolls: 1,6,4=2,7,5 (+1 to all rolls with Tank bonus)
Green rolls: 6,1
Red Wins Roll
7(Attacker) VS 3T(Defender)
Green rolls: 6,5,2
Red Rolls: 4,1=5,2 (+1 tto all rolls with Tank Bonus)
Green wins roll(Bonuses dont always garante victory)
8S(Attacker) VS 2(Defender)
Red rolls: 3,2,6=3,5,6 (+2 to Lowest roll because of Sniper bonus)
Blue rolls: 3,5
Red wins roll
11(Attacker) VS 1S(Defender)
Blue rolls: 3,4,3
Red rolls: 2=4 (+2 to lowest score because of Sniper Bonus)
Red wins roll
Fortification:
Hero/Bonuses fortify like normal armies.
Other:
Heros could be turned on and off on the start game menu if anyone wanted to do the extra progaming.
If you have any questions please post and i will try to answer them as best as i can, as soon as i can.
Specifics:
Tanks: +1 to all Rolls on the territory it occupies
Sniper: +2 to lowest roll on the territory it occupies
General: +1 Dice on the territory it occupies.
The rest is covered above.
Why it is needed: To vary CC from risk, and would let game be more strategic.
<-------------------->
BaldAdonis wrote:A lot of Risk variants (2210, Godstorm, Star Wars etc.) let you do things like this: rolling extra dice, or 8-sided dice, or winning ties, or re-rolling 1s, and so on.
Zala2142 wrote:I dig this idea, and I voted yes, but if we're going to mess around with the programming, why not go all the way and implement the money system used in 2210?
(For those of you unfamiliar, in Risk 2210, for every army you receive, you also get one credit worth of money, which you can use to buy heroes, special cards and things like that. I would love to see this happen in CC, but it sounds like it would be a ridiculous amount of programming that would basically amount to just creating a new game from scratch.)
Like I said, I like this idea, but it relies very heavily on luck and not enough on strategy. Think about what happens if someone gets a sniper or whatever in the first three turns of the game and someone else doesn't get any heroes at all. Personally, I would hate to have my brilliant strategies laid to waste just because I didn't draw a "tank" card. I would still love to see it as an option though.
Is it possible for map-makers to implement something like this? For example, in Pearl Harbor, if an anti-aircraft territory attacks a plane, it gets an attack bonus, but if it attacks the ground, just regular dice. With my limited knowledge of how CC is programmed, I'm guessing this is totally impossible...or else someone would've done it already.
khellendros wrote:I liked how in the 2010 version you could chose your bonus that way it can match your playing style...
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