Conquer Club

Heros and Bonuses

Suggestions that have been archived.

Moderator: Community Team

Should we have Hero/Bonuses

Yes, We should have them
37
70%
No, We should not have them
16
30%
 
Total votes : 53

Heros and Bonuses

Postby Blastshot on Sun Nov 25, 2007 12:23 pm

<-------------------->

<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.

<-------------------->
Last edited by Blastshot on Sun Nov 25, 2007 2:29 pm, edited 1 time in total.
If someone described asked me to describe myself in one word, that word would be: Rocker
User avatar
Private Blastshot
 
Posts: 325
Joined: Sun Jun 17, 2007 10:23 am
Location: A little town, in a medium state, from a large country

Postby cena-rules on Sun Nov 25, 2007 1:37 pm

THIS SOUND AWESOME :D :D :D :D :D
19:41:22 ‹jakewilliams› I was a pedo
User avatar
Lieutenant cena-rules
 
Posts: 9740
Joined: Sat Apr 28, 2007 2:27 am
Location: Chat

Postby Strife on Sun Nov 25, 2007 1:38 pm

If understand that right, you want extra cards that are bonuses, with a bonus that adds to your dice role correct? :-s

If that is right, I think it might hard to program all the different things and bonuses into it. Idk though. :?
Corporal Strife
 
Posts: 2668
Joined: Fri Jul 20, 2007 3:24 pm
Location: Now something has kept me here too long.

Postby soundout9 on Sun Nov 25, 2007 1:38 pm

Could be a game option....
Private soundout9
 
Posts: 4519
Joined: Sun Aug 26, 2007 12:30 pm
Location: Good ol' MO Clan: Next-Gen Gamers

Postby insomniacdude on Sun Nov 25, 2007 1:44 pm

I don't think Lack wants to change the coding for the dice.
User avatar
Cadet insomniacdude
 
Posts: 634
Joined: Thu Nov 23, 2006 1:14 am

Postby khazalid on Sun Nov 25, 2007 2:26 pm

nice idea but i doubt it will be implemented. easy to make them as wild cards for board risk though, i might give that a whirl next time i dust off the old classic.
had i been wise, i would have seen that her simplicity cost her a fortune
Lieutenant khazalid
 
Posts: 3413
Joined: Thu Oct 26, 2006 5:39 am
Location: scotland

Postby Blastshot on Sun Nov 25, 2007 2:27 pm

Strife wrote:If understand that right, you want extra cards that are bonuses, with a bonus that adds to your dice role correct? :-s

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.
If someone described asked me to describe myself in one word, that word would be: Rocker
User avatar
Private Blastshot
 
Posts: 325
Joined: Sun Jun 17, 2007 10:23 am
Location: A little town, in a medium state, from a large country

Postby Strife on Sun Nov 25, 2007 2:29 pm

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? :-s

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.
So, I was right?
Corporal Strife
 
Posts: 2668
Joined: Fri Jul 20, 2007 3:24 pm
Location: Now something has kept me here too long.

Postby bspride on Sun Nov 25, 2007 2:30 pm

thats a pretty cool idea...would make games more interesting
Corporal bspride
 
Posts: 416
Joined: Sat Oct 06, 2007 9:18 am
Location: Big Spring, Texas

Postby Blastshot on Sun Nov 25, 2007 2:30 pm

Strife wrote:
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? :-s

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.
So, I was right?

The bonuses are what adds to the dice roll. I think thats what you want to no.
If someone described asked me to describe myself in one word, that word would be: Rocker
User avatar
Private Blastshot
 
Posts: 325
Joined: Sun Jun 17, 2007 10:23 am
Location: A little town, in a medium state, from a large country

Postby Blastshot on Sun Nov 25, 2007 2:55 pm

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.
If someone described asked me to describe myself in one word, that word would be: Rocker
User avatar
Private Blastshot
 
Posts: 325
Joined: Sun Jun 17, 2007 10:23 am
Location: A little town, in a medium state, from a large country

Postby JesusReigns on Sun Nov 25, 2007 3:18 pm

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.
User avatar
Captain JesusReigns
 
Posts: 213
Joined: Wed Jan 03, 2007 10:58 pm

Postby Herakilla on Sun Nov 25, 2007 3:24 pm

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.


hes got it changed,

the things can move and fortresses couldnt
different types and different bonuses for each

i personally like the sniper!
Come join us in Live Chat!
User avatar
Lieutenant Herakilla
 
Posts: 4283
Joined: Fri Jun 09, 2006 8:33 pm
Location: Wandering the world, spreading Conquerism

Postby BaldAdonis on Sun Nov 25, 2007 3:52 pm

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.
User avatar
Captain BaldAdonis
 
Posts: 2334
Joined: Fri Aug 24, 2007 1:57 am
Location: Trapped in Pleasantville with Toby McGuire

stuff

Postby Piestar on Mon Nov 26, 2007 2:59 am

I like anything that is (a) optional, and (b) would vary game play.

Face it, the more variety you have, the more 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?)
Last edited by Piestar on Sat Dec 01, 2007 8:13 am, edited 1 time in total.
User avatar
Sergeant Piestar
 
Posts: 302
Joined: Wed Oct 10, 2007 11:41 pm
Location: San Diego Ca. U.S.A.

Postby Iliad on Mon Nov 26, 2007 4:29 am

Quite interesting perhaps for some maps
User avatar
Private 1st Class Iliad
 
Posts: 10394
Joined: Mon Mar 05, 2007 12:48 am

Re: stuff

Postby Blastshot on Mon Nov 26, 2007 7:57 am

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?)

That was what was used in there too.
If someone described asked me to describe myself in one word, that word would be: Rocker
User avatar
Private Blastshot
 
Posts: 325
Joined: Sun Jun 17, 2007 10:23 am
Location: A little town, in a medium state, from a large country

Postby insomniacdude on Mon Nov 26, 2007 12:13 pm

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.


I don't think it's because of the practicality of coding the bonus.

We have enough complaints from people about the dice now, straight form random.org. Could you imagine how bad it would be when the site code is putting it's paws right into the randomness and changing the results?
User avatar
Cadet insomniacdude
 
Posts: 634
Joined: Thu Nov 23, 2006 1:14 am

Re: Heros and Bonuses

Postby Rocketry on Mon Nov 26, 2007 12:29 pm

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.

<-------------------->



sounds like an interesting idea
User avatar
Lieutenant Rocketry
 
Posts: 1416
Joined: Wed May 16, 2007 5:33 pm
Location: Westminster

Postby Zala2142 on Tue Nov 27, 2007 4:03 am

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.
User avatar
Sergeant Zala2142
 
Posts: 5
Joined: Fri Aug 17, 2007 1:30 pm
Location: Al-Khobar, Saudi Arabia

Postby PhoenixSF on Thu Nov 29, 2007 1:24 am

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.


True, but it's still a good idea. -and not an exact copy of any of them anyway.
User avatar
Sergeant 1st Class PhoenixSF
 
Posts: 11
Joined: Sun Oct 28, 2007 1:54 am
Location: In a pile of ashes somewhere...

Postby PhoenixSF on Thu Nov 29, 2007 1:28 am

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.


Given that the idea is differentiate from RISK (and the aforementioned difficulty of programming) i'm not sure the 2210 option is the way to go. Having said that, the point about an unfair advantage is valid, perhaps everyone could get one of each at the start??
User avatar
Sergeant 1st Class PhoenixSF
 
Posts: 11
Joined: Sun Oct 28, 2007 1:54 am
Location: In a pile of ashes somewhere...

Postby Zala2142 on Thu Nov 29, 2007 2:28 am

PhoenixSF wrote:perhaps everyone could get one of each at the start??


Now you're talkin.
User avatar
Sergeant Zala2142
 
Posts: 5
Joined: Fri Aug 17, 2007 1:30 pm
Location: Al-Khobar, Saudi Arabia

Postby khellendros on Thu Nov 29, 2007 4:24 pm

I liked how in the 2010 version you could chose your bonus that way it can match your playing style...
Image
User avatar
Private khellendros
 
Posts: 156
Joined: Wed Mar 07, 2007 5:16 pm
Location: Parallel Dementia...

Postby PhoenixSF on Fri Nov 30, 2007 9:22 pm

khellendros wrote:I liked how in the 2010 version you could chose your bonus that way it can match your playing style...


Good point. Maybe you could choose 1 of the bonuses to deploy at the start.

Or possibly, (to combine it with the 'colourless cards' option) you could cash in all 5 cards to get one of the bonuses. Preferably player chooses, although perhaps there could be a limit of one of each (certainly one of each on any given territory!)...
User avatar
Sergeant 1st Class PhoenixSF
 
Posts: 11
Joined: Sun Oct 28, 2007 1:54 am
Location: In a pile of ashes somewhere...

Next

Return to Archived Suggestions

Who is online

Users browsing this forum: No registered users