two suggestions!

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two suggestions!

Postby enrigol » Thu May 24, 2012 2:47 am

first one, new modality: reinforcements should occur for all players at the same time, after the whole round. that will make it fairer to last players, and will force players to consider whether overattacking or not, (wich will make interesting games in a new manner).

second one (not to be considered linked to the first one, but independently): not reversing the order, but shifting the order (is it applicable?) i mean, first round red start, second round red is last, and second player becomes (that is blue). It's not quite reversing the order. just shifting it a little bit.
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Re: two suggestions!

Postby techgump » Thu May 24, 2012 2:52 am

I really like idea #1. If you held off showing where all players were placing units until the end of the time period, that would make it even more interesting.
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Re: two suggestions!

Postby Lopdo » Thu May 24, 2012 8:12 am

first idea would just mean that the last one would have huge advantage. Everyone around him is weak so he can easily attack and then reinforce immediately
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Re: two suggestions!

Postby Joriom » Thu May 24, 2012 1:57 pm

#1 This would only work if orders were executed the same way - every players at the same time.
IMHO it's one of the best (if not THE best) solutions for turn based games. In such a setup players use their turn times to queue up orders, which are later executed in parallel - everyones 1st command, then 2nd, 3rd, etc. In case where there are two attacks at the same regions but in opposite directions (A->B and B->A) queued at the same exact moment - they're calculated as if they meet "mid-way". Yet in VortexW this would be hard to implement in any reasonable way (there is no possibility for a "draw" in which both sides keep some of their armies, etc). IMHO atm its not perfect, but still as close as we can get to it.

#2 Turn taking order may not be altered in ANY way. No matter how you change it - you will end up in "double turning paradox". Its best seen with just two players:
a) There are only two players: A & B. Their turn order would look like: AB BA AB
Basically what happens is delaying first players (A) turn so all others can move twice - including attacking A to break his defense, reinforcing behind his lines and attacking with full power again - unacceptable.
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Re: two suggestions!

Postby Vortex_Master » Thu May 24, 2012 10:02 pm

Think, the first suggestion is more how ACTUAL Risk! goes, and it works fine in that game, ;) place units BEFORE you attack.
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Re: two suggestions!

Postby techgump » Fri May 25, 2012 4:52 am

Lopdo wrote:first idea would just mean that the last one would have huge advantage. Everyone around him is weak so he can easily attack and then reinforce immediately

That's if he has anything left to really attack with when it comes to his turn. I think in general, it would work out more even in full map.
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Re: two suggestions!

Postby Vortex_Master » Fri May 25, 2012 2:14 pm

techgump wrote:
Lopdo wrote:first idea would just mean that the last one would have huge advantage. Everyone around him is weak so he can easily attack and then reinforce immediately

That's if he has anything left to really attack with when it comes to his turn. I think in general, it would work out more even in full map.


Yes, this mode, along with full map, would be more like regular Risk!, not that I want it to be that way, I am fine with all current systems, but some may want it to be MORE Risk!-like, which is what this idea #1 brings into play. ;)
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Re: two suggestions!

Postby Drone6o3 » Fri May 25, 2012 6:15 pm

I think the first Idea should be a game mode in and of itself
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