Colour escalating spoils

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Would you like this suggestion to be implemented?

Yes
1
25%
No
3
75%
Neutral
0
No votes
 
Total votes: 4

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Eddygp
Posts: 73
Joined: Fri Dec 21, 2012 8:42 am
Gender: Male
Location: Yes.

Colour escalating spoils

Post by Eddygp »

Concise description:
  • Make a new game option where the spoils are escalating (4,6,8,10...) each change but by colours too.

Specifics/Details:
  • Red, green, blue and one of each groups of spoils start as 4 each one. When player X cashes in 3 reds, red will be worth 6 troops, but the rest will continue being worth 4 troops. Therefore, it is like independently taken escalating spoils.

How this will benefit the site and/or other comments:
  • This spoil setting is very useful to use in long games instead of escalating spoils. Firstly, escalating spoils in an 80+ round game get a bit too over the top and they are too influential for gameplay. Flat rate, however, makes gameplay too slow, so this in-between spoil system would be perfect to balance a game up to more than 200 rounds without the importance of spoils in escalating once it is worth more than 70 troops.

Please vote in the poll to have a general idea about the suggestion.
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DoomYoshi
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Location: Niu York, Ukraine

Re: Colour escalating spoils

Post by DoomYoshi »

I like it.

However I disagree that Escalating Spoils get over the top.
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skychaser
Posts: 138
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Re: Colour escalating spoils

Post by skychaser »

I'm against it. It would kill my strategy of exchanging at the right time thus killing momentum at escalating games.

Exactly what happens at WAR, a game based on Risk and this setting and another peculiarities made the game suck.
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Eddygp
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Re: Colour escalating spoils

Post by Eddygp »

skychaser wrote:I'm against it. It would kill my strategy of exchanging at the right time thus killing momentum at escalating games.

Exactly what happens at WAR, a game based on Risk and this setting and another peculiarities made the game suck.


It would be another different spoil setting, it wouldn't delete the possibility to play with flat rate, escalating, nuclear or no spoils.
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chapcrap
Posts: 9686
Joined: Sun Feb 03, 2008 12:46 am
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Location: Kansas City

Re: Colour escalating spoils

Post by chapcrap »

Eddygp wrote:
skychaser wrote:I'm against it. It would kill my strategy of exchanging at the right time thus killing momentum at escalating games.

Exactly what happens at WAR, a game based on Risk and this setting and another peculiarities made the game suck.


It would be another different spoil setting, it wouldn't delete the possibility to play with flat rate, escalating, nuclear or no spoils.

I used to accept that argument, but lately I do not. I don't think unlimited options is a good.

For this particular suggestion, I'm not sure that it's different enough from escalating spoils to really warrant a new type of spoils.
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Eddygp
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Joined: Fri Dec 21, 2012 8:42 am
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Location: Yes.

Re: Colour escalating spoils

Post by Eddygp »

I suppose so... However, I find escalating games too fast, too dependent on luck (three matching spoils) and timing (if freestyle). This mode would let strategy be more important but with interesting spoils too.
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greenoaks
Posts: 9977
Joined: Mon Nov 12, 2007 12:47 am

Re: Colour escalating spoils

Post by greenoaks »

chapcrap wrote:
Eddygp wrote:
skychaser wrote:I'm against it. It would kill my strategy of exchanging at the right time thus killing momentum at escalating games.

Exactly what happens at WAR, a game based on Risk and this setting and another peculiarities made the game suck.


It would be another different spoil setting, it wouldn't delete the possibility to play with flat rate, escalating, nuclear or no spoils.

I used to accept that argument, but lately I do not. I don't think unlimited options is a good.

For this particular suggestion, I'm not sure that it's different enough from escalating spoils to really warrant a new type of spoils.

i too use to come here supporting and encouraging anything different but times have changed. i've wised up.

only the best options should be implemented and this is not one of them. it only serves to fragment the playing population and does not change gameplay much from what we already have.
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